cartmanbeck RPG Superstar 2014 Top 16 |
During This Adventure:
During This Scenario: When you would add villains and henchmen to location decks, set Jemma Redclaw aside. Make a stack of Master Scourge, Mister Plugg, and 2 fewer henchmen than you have locations. Shuffle this stack and put a card on top of each location deck, then shuffle each location deck.
To create the blessings deck, shuffle together 10 random blessings from the box to make a stack, put Jemma Redclaw on top of that stack, then shuffle 19 more blessings together and add them to the top of the stack.
When you would defeat Master Scourge or Mister Plugg, display him next to this sheet. If he would escape, shuffle him into the location deck he came from instead.
During this scenario, the difficulty to defeat Jemma Redclaw is increased by 10. For each villain displayed next to this sheet, the difficulty to defeat Jemma Redclaw is reduced by 5.
When you would discard Jemma Redclaw from the blessings deck, display her next to your character card and encounter her. If Jemma Redclaw is undefeated, discard a card from the blessings deck then return her facedown to the top of the blessings deck.
To win the scenario, defeat Jemma Redclaw.
Additional Rules: The Adventure Deck number is 1.
1-Weapon
2-Spell
3-Armor
4-Item
5-Ally
6-Your choice of above
Ship:
Ship B
Traits: Class 0
To Defeat: Wisdom/Survival 5
OR
Perception 7
When Encountering: If defeated, when you stash a plunder card, roll on the Plunder Table twice and choose 1 of the results.
When Commanding: When you would roll for plunder, you may discard a card from the blessings deck to choose the type of plunder card instead.
BACK:
To Repair: Craft 6
When Commanding: If you fail to defeat a bane that has the Pirate trait, bury a card.
Villain:
Villain
Type: Monster
Traits: Human Captain Pirate
To Defeat: Combat 11
Before you act, recharge a card, then summon and encounter the ship Shackles Pirate Ship_ If undefeated, bury the bottom 1d4 cards of your deck_
"She says she got it from some exiled Alkenstar junk-smith, but if you ask me, I don't even think that piece of junk works_" --last words of "Doubting" Jossana Bleachwart
Villain
Type: Monster
Traits: Human Pirate
To Defeat: Combat 12
Before you act, succeed at a Constitution or Fortitude 7 check or Master Scourge is evaded_ After you act, Master Scourge deals 1 Poison damage to you_
"On your feet, ye filthy swabs! Get up on deck before Cap'n Harrigan flays your flesh into sausage skins and has Fishguts fry ye up for breakfast!" --Master Scourge, to his new "recruits"
Villain
Type: Monster
Traits: Human Pirate
To Defeat: Combat 14
Before you act, succeed at a Wisdom or Survival 8 check or Mister Plugg is evaded_ After you act, bury a card_
"Stealing from the ship's stores, are we? I'll have discipline on this ship if I have to toss every last one of ye overboard! Perhaps a keelhaulin' will be more to your liking_ We'll throw whatever's left of ye to the sharks!" --Mister Plugg, at the "Bloo
Henchman:
Henchman
Type: Monster
Traits: Human Pirate
To Defeat: Combat 8
If the check to defeat has the Slashing or Swashbuckling trait, add 1d4 to it_ If defeated, you may immediately attempt to close this location_
Henchman
Type: Monster
Traits: Human Pirate
To Defeat: Combat 8
If the check to defeat has the Finesse or Swashbuckling trait, add 1d4 to it_ If defeated, you may immediately attempt to close the location this henchman came from_
Henchman
Type: Monster
Traits: Half-Orc Pirate
To Defeat: Combat 8
If the check to defeat has the Piercing or Swashbuckling trait, add 1d4 to it_ If defeated, you may immediately attempt to close the location this henchman came from_
Henchman
Type: Monster
Traits: Human Pirate
To Defeat: Combat 8
If the check to defeat has the Bludgeoning or Swashbuckling trait, add 1d4 to it_ If defeated, you may immediately attempt to close the location this henchman came from_
Additional Henchmen:
Henchman B
Type: Monster
Traits: Human Pirate Veteran
To Defeat: Combat 8
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any_ If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead_ If defeated, you may immediately attempt to close the location this henchman came from_
Henchman B
Type: Monster
Traits: Human Pirate Veteran
To Defeat: Combat 7
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any_ After you act, if your check to defeat did not have the Swashbuckling trait, bury 1 item or weapon of your choice from your discard pile_ If defeated, you may immediately attempt to close the location this henchman came from_
Displayed Next to Scenario: NONE
Turn: 1, Valendron/EmpTyger
Monsters
Monster B
Traits:
Siren
Aquatic
Veteran
To Defeat:
Wisdom 8
All damage dealt by the Siren Caller is Mental damage that may not be reduced_
The difficulty of checks to defeat the Siren Caller is increased by the adventure deck number of the current scenario, if any_
If undefeated, examine the top 3 cards of your deck and discard any allies_ Shuffle any remaining cards into your deck_
Monster B
Traits:
Undead
Zombie
Basic
To Defeat:
Combat 9
The Zombie is immune to the Mental and Poison traits_
Halve the damage dealt by the Zombie (rounding up)_
If undefeated, each other character at your location summons and encounters a Zombie_
This walking corpse stumbles forward, arms outstreatched. Apparently, it has an insatiable desire to consume your flesh.
Monster B
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 9
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any_
If the check to defeat has the Swashbuckling trait, add 1d4 to it_
Monster B
Traits:
Animal
Aquatic
Swarm
Basic
To Defeat:
Combat 8
Each character at your location must summon and encounter the Crab Swarm_ If any character would defeat the Crab Swarm, reroll the dice; that character must take the second result_ The Crab Swarm is defeated or undefeated based solely on the result of your second die roll_
Monster B
Traits:
Bunyip
Aquatic
Elite
To Defeat:
Combat 9
Damage dealt by the Bunyip may not be reduced_
Before you act, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn_
The brown-furred bunyip is a disturbing combination of shark and seal_ Wherever you find large bodies of water, you might find bunyips_
Barriers
Barrier B
Traits:
Task
Pirate
To Defeat:
None
Summon and encounter a random ship, or a random monster if you are not on a ship_ If the summoned card is undefeated, leave this barrier faceup on the location deck and put the summoned card next to it_ Characters at this location encounter the summoned card as their first exploration each turn_
If the summoned card is defeated, banish it; this barrier is also defeated_
Barrier B
Traits:
Task
Veteran
To Defeat:
Wisdom
Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any_
If defeated, you may look at the top card of the barrier's location deck; if it is a monster, you may immediately encounter it_
If undefeated, your ship is dealt 1 Structural damage_ Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn_
Barrier 1
Traits:
Task
Aquatic
Basic
To Defeat:
Strength
Constitution
Craft 7
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier_
If undefeated, display this barrier next to your location deck_ You may not move or be moved to or from this location while this barrier is next to it_ At the start of each character's turn, that character must succeed at a Strength, Constitution, or Craft 7 check to banish this card or your ship is dealt 1d4-1 Structural damage_
Barrier P
Traits:
Skirmish
Goblin
Pirate
Veteran
To Defeat:
Constitution
Fortitude 5
OR Wisdom
Survival 6
The difficulty to defeat this barrier is increased by twice the adventure deck number of the current scenario, if any_
If undefeated, draw a number of cards equal to your hand size, then bury that number of cards_
After you act, stash a number of plunder cards equal to your hand size_
Barrier B
Traits:
Cache
Basic
To Defeat:
Intelligence
Knowledge
Wisdom
Survival 6
If defeated, examine the top card of the location deck_ If it is a boon, you may add it to your hand_
If undefeated, you may banish this barrier_
Weapons
Weapon 1
Traits:
Sword
Melee
Slashing
Magic To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4_ If you aren't proficient with weapons, the difficulty of this check is increased by 4_
If any d4 rolled on this check is a 4, count it as a 5_
Weapon B
Traits:
Sword
Melee
Slashing
Elite To Acquire:
Strength
Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 2d4_ If you aren't proficient with weapons, the difficulty of this check is increased by 4_
If any d4 rolled on this check is a 4, count it as a 5_
Weapon B
Traits:
Sword
Melee
Slashing
Finesse
Swashbuckling
Basic To Acquire:
Strength
Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add 1d8_ If you aren't proficient with weapons, the difficulty of this check is increased by 4_
Weapon 1
Traits:
Firearm
Ranged
Piercing
Elite To Acquire:
Dexterity
Ranged 9
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally bury this card and up to 3 other cards to add 1d6 for each card you bury_ If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on 1-2, shuffle this card into your deck_
Weapon B
Traits:
Firearm
Ranged
Piercing
Swashbuckling
Basic To Acquire:
Dexterity
Ranged
Craft 6
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally bury this card to add another 1d10_ If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on 1-2, shuffle this card into your deck_
Spells
Spell 1
Traits:
Magic
Arcane
Divine
Attack
Elite To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
For your combat check, discard this card to use your Arcane or Divine skill + 1d6, or 2d6 if the bane has the Aquatic trait_
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it_
Spell B
Traits:
Magic
Divine
Healing
Basic To Acquire:
Wisdom
Divine 6
Reveal this card and choose a character at your location_ Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card_
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it_
Spell B
Traits:
Magic
Divine
Healing
Basic To Acquire:
Wisdom
Divine 6
Reveal this card and choose a character at your location_ Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card_
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it_
Spell B
Traits:
Magic
Arcane
Divine
Attack
Mental
Elite To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Discard this card to evade a non-villain monster and shuffle it into an open location of your choice_
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it_
Spell 1
Traits:
Magic
Arcane To Acquire:
Intelligence
Arcane 6
Display this card and choose a character at your location_ While displayed, that character may bury 1 card from her hand to add 1d10 to her Strength, Melee, or Constitution check_ At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 8 check_ If you succeed, recharge this card; if you fail, banish it_
Armors
Armor B
Traits:
Light Armor
Swashbuckling
Basic To Acquire:
Constitution
Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 1, or 3 if the check has the Swashbuckling trait_
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead_
Armor B
Traits:
Shield
Basic To Acquire:
Constitution
Fortitude 3
Recharge this card to reduce Combat damage dealt to you by 1_ If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check_
Armor B
Traits:
Light Armor
Magic
Elite To Acquire:
Constitution
Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1_
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead_
If you are proficient with light armors, you may recharge this card when you reset your hand_
Armor 1
Traits:
Light Armor
Magic
Elite To Acquire:
Constitution
Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 1, or to add 1 to your Constitution or Fortitude check_
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead_
If you are proficient with light armors, you may recharge this card when you reset your hand_
Armor B
Traits:
Shield
Basic To Acquire:
Constitution
Fortitude 3
Recharge this card to reduce Combat damage dealt to you by 1_ If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check_
Items
Item B
Traits:
Accessory
Swashbuckling
Basic To Acquire:
Charisma
Dexterity 5
Recharge this card to add 1d4 and the Swashbuckling trait to your check to acquire an ally or to defeat a bane or a ship, or 1d8 if it has the Pirate trait_
Item B
Traits:
Accessory
Swashbuckling
Basic To Acquire:
Charisma
Dexterity 5
Recharge this card to add 1d4 and the Swashbuckling trait to your check to acquire an ally or to defeat a bane or a ship, or 1d8 if it has the Pirate trait_
Item B
Traits:
Accessory
Swashbuckling
Basic To Acquire:
Charisma
Dexterity 5
Recharge this card to add 1d4 and the Swashbuckling trait to your check to acquire an ally or to defeat a bane or a ship, or 1d8 if it has the Pirate trait_
Item B
Traits:
Tool
Elite To Acquire:
Dexterity
Disable 7
Reveal this card to add 2 dice to your Disable check_
Recharge this card to defeat a barrier whose highest difficulty to defeat is 14 or lower_
Item B
Traits:
Object To Acquire:
Wisdom
Perception 4
Reveal this card to add 1d6 to your Perception check_
Discard this card to examine the top 2 cards of your location deck and put them back in any order_
Allies
Ally B
Traits:
Human
Captain
Pirate
Basic To Acquire:
Constitution
Fortitude 4
THEN Charisma
Diplomacy 6
Reveal this card and recharge another card to add 1d6 to your non-combat Constitution or Intelligence check_
Discard this card to explore your location_ Add the Swashbuckling trait to your non-combat checks during this exploration_
Ally B
Traits:
Human
Veteran To Acquire:
Charisma
Diplomacy 7
Recharge this card to add the adventure deck number of the current scenario to your check (minimum 1)_
Discard this card to explore your location_
Ally B
Traits:
Animal
Aquatic
Elite To Acquire:
Wisdom
Survival 8
Bury this card to add 1d6 to any combat check to defeat a monster that has the Aquatic trait; if you are on a ship, put this card on top of your deck instead of burying it_
Recharge this card to examine the bottom card of any location deck_
Ally B
Traits:
Half-Elf
Bard
Elite To Acquire:
Charisma
Diplomacy 6
Reveal this card to avoid being moved to a location_
Discard this card to explore your location_
Ally B
Traits:
Human
Pirate
Basic To Acquire:
Charisma
Diplomacy 6
Reveal this card when you are required to shuffle one or more random cards from your hand or discard pile into your deck; you choose thos cards instead_ Then shuffle this card into your deck when you shuffle in those cards_
Discard this card to explore your location_ Add the Swashbuckling trait to your combat checks during this exploration_
Blessings
Blessing B
Traits:
Divine
Achaekek To Acquire:
Intelligence
Craft 7
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check to defeat a villain or henchman_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Blessing B
Traits:
Divine
Milani To Acquire:
Dexterity
Wisdom 7
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Top of Blessing Discard Pile:
Blessing B
Traits:
Divine
Milani To Acquire:
Dexterity
Wisdom 7
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Blessings Remaining: 29
Blessings Deck
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Blessing of Milani
Blessing B
Traits:
Divine
Milani To Acquire:
Dexterity
Wisdom 7
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Blessing of Besmara
Blessing 1
Traits:
Divine
Besmara To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check that has the Swashbuckling trait_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Blessing of Erastil
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any combat Dexterity check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Blessing of Gozreh
Blessing B
Traits:
Divine
Gozreh To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check to close a location_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Blessing of Besmara
Blessing 1
Traits:
Divine
Besmara To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check that has the Swashbuckling trait_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Blessing of Cayden Cailean
Blessing B
Traits:
Divine
Cayden Cailean To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any non-combat Strength or Constitution check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check_
When a spell is played during any check, discard this card to add 2 dice to that check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check to defeat a barrier_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Jemma Redclaw
Villain B
Type: Monster
Traits:
Human
Captain
Pirate
To Defeat:
Combat 11
Before you act, recharge a card, then summon and encounter the ship Shackles Pirate Ship_
If undefeated, bury the bottom 1d4 cards of your deck_
"She says she got it from some exiled Alkenstar junk-smith, but if you ask me, I don't even think that piece of junk works_" --last words of "Doubting" Jossana Bleachwart
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check to defeat a barrier_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check_
When a spell is played during any check, discard this card to add 2 dice to that check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Blessing of Achaekek
Blessing B
Traits:
Divine
Achaekek To Acquire:
Intelligence
Craft 7
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check to defeat a villain or henchman_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Tower
At This Location: At the end of your turn, you may examine the top 2 cards of the blessings deck and put them back in any order.
When Closing: Succeed at a Dexterity or Stealth 7 check.
When Permanently Closed: At the end of your turn, you may examine the top 2 cards of the blessings deck and put them back in any order.
M: 2 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Lini/Elinnea, Celeste/elcoderdude, Valendron/EmpTyger, Mavaro/Calthaer, None
Weapon B
Traits:
Firearm
Ranged
Piercing
Swashbuckling
Basic To Acquire:
Dexterity
Ranged
Craft 6
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally bury this card to add another 1d10_ If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on 1-2, shuffle this card into your deck_
Ally 1
Traits:
Animal
Aquatic To Acquire:
Wisdom
Survival 6
Reveal this card and discard another card to add 1d6 to your combat check or 1d10 if the monster has the Aquatic trait_
Armor B
Traits:
Light Armor
Swashbuckling
Basic To Acquire:
Constitution
Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 1, or 3 if the check has the Swashbuckling trait_
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead_
Spell B
Traits:
Magic
Arcane
Divine
Elite To Acquire:
Intelligence
Arcane
Wisdom
Divine 4
Discard this card to search the deck of a character at your location for a weapon and add it to your hand_
Bury this card to search the deck of a character at your location for a weapon and give it to any character_
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it_
Item B
Traits:
Object
Magic To Acquire:
Dexterity 7
Recharge this card to roll your Dexterity die instead of the normal die on a non-combat check_
Monster B
Traits:
Hag
Aquatic
To Defeat:
Combat 11
Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait_
When you are dealt damage by the Sea Hag, you must first choose weapons to discard as your damage, if you have any_
Henchman 1
Type: Monster
Traits:
Human
Pirate
To Defeat:
Combat 8
If the check to defeat has the Slashing or Swashbuckling trait, add 1d4 to it_
If defeated, you may immediately attempt to close this location_
Barrier B
Traits:
Cache
Basic
To Defeat:
Intelligence
Knowledge
Wisdom
Survival 6
If defeated, examine the top card of the location deck_ If it is a boon, you may add it to your hand_
If undefeated, you may banish this barrier_
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Strength
Melee
Dexterity 5
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any_
Each character at this location encounters this barrier_ Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage_ If any character defeats the barrier, it is defeated_
Monster 1
Traits:
Animal
Aquatic
Basic
To Defeat:
Combat 10
All damage from the Giant Moray Eel is Electricity damage_
If undefeated, reset your hand and end your turn_
Merchant Marina
At This Location: Add the adventure deck number of the current scenario to your checks to acquire boons and checks to defeat banes.
When Closing: Succeed at a Charisma or Diplomacy 6 check.
When Permanently Closed: On closing, each character at this location must discard a card.
M: 1 Ba: 1 W: 2 Sp: 0 Ar: 1 I: 3 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Item 1
Traits:
Accessory
Magic
Swashbuckling
Elite To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Reveal this card to add 2 and the Swashbuckling trait to your check to acquire or recharge a spell_
Bury this card to succeed at your check to acquire or recharge a spell_
Barrier 1
Traits:
Trap
Basic
To Defeat:
Dexterity
Acrobatics 9
OR Disable 6
If undefeated, this barrier deals 1d6 Ranged Combat damage to you_
Monster B
Traits:
Merfolk
Aquatic
Basic
To Defeat:
Combat 8
If undefeated, each character at this location must succeed at a Constitution or Fortitude 7 check or bury the top card of his deck_
Item B
Traits:
Object
Magic To Acquire:
Strength 7
Recharge this card to roll your Strength die instead of the normal die on a non-combat check_
Henchman 1
Type: Monster
Traits:
Human
Pirate
To Defeat:
Combat 8
If the check to defeat has the Finesse or Swashbuckling trait, add 1d4 to it_
If defeated, you may immediately attempt to close the location this henchman came from_
Weapon B
Traits:
Firearm
Ranged
Piercing
2-Handed
Elite To Acquire:
Dexterity
Ranged
Craft 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10; you may additionally bury this card to add another 1d10_ If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on 1-2, shuffle this card into your deck_
Ally B
Traits:
Human
Pirate
Basic To Acquire:
Charisma
Diplomacy 8
Recharge this card to add 1d4 to your Ranged combat check_ If you would shuffle a weapon that has the Firearm trait into your deck on this check, put it on top of your deck instead_
Discard this card to explore your location_ Add the Swashbuckling trait to your combat checks during this exploration_
Item B
Traits:
Liquid
Alchemical
Healing To Acquire:
Intelligence
Craft 5
Banish this card and choose a character at your location to shuffle 1d4 random cards from his discard pile into his deck_
Weapon B
Traits:
Club
Melee
Bludgeoning
Basic To Acquire:
Strength
Melee 6
Discard this card to evade a monster whose highest difficulty to defeat is 12 or lower_
Armor B
Traits:
Light Armor
Swashbuckling
Basic To Acquire:
Constitution
Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 1, or 3 if the check has the Swashbuckling trait_
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead_
Docks
At This Location: After you explore, you may recharge an ally to immediately explore again.
When Closing: Bury an ally.
When Permanently Closed: On closing, you may examine the top card of any location deck; if it is a boon, add it to your hand.
M: 2 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 3 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Monster B
Traits:
Animal
Basic
To Defeat:
Combat 8
OR Dexterity
Stealth 6
If undefeated, the Dire Rat deals 1 Combat damage to you; succeed at a Constitution or Fortitude 6 check or discard the top card of your deck.
This rat has glowing red eyes and is of an unusual size.
Item B
Traits:
Tool
Basic To Acquire:
Dexterity
Disable 4
Reveal this card to add 1 die to your Disable check_
Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower_ After playing this card, succeed at a Disable 8 check to recharge it instead of discarding it_
Henchman 1
Type: Monster
Traits:
Human
Pirate
To Defeat:
Combat 8
If the check to defeat has the Bludgeoning or Swashbuckling trait, add 1d4 to it_
If defeated, you may immediately attempt to close the location this henchman came from_
Ally B
Traits:
Human
Captain
Pirate
Basic To Acquire:
Constitution
Fortitude 4
THEN Charisma
Diplomacy 6
Reveal this card and recharge another card to add 1d6 to your non-combat Constitution or Intelligence check_
Discard this card to explore your location_ Add the Swashbuckling trait to your non-combat checks during this exploration_
Weapon B
Traits:
Polearm
Melee
Piercing
2-Handed
Magic To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1 and add the Cold trait_ Add another 1d4 if you are on a ship_ If you fail this check, you may discard this card to ignore the result and reroll the dice_ You must take the second result_
Barrier 1
Traits:
Task
Elite
To Defeat:
Intelligence
Craft 7
Before you act, succeed at a Strength 6 check or the difficulty of checks to defeat this barrier is increased by 3_
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier_
If undefeated, leave this barrier faceup on the location deck_ Characters at this location encounter this barrier as their first exploration each turn_
Item P
Traits:
Tool
Alchemical To Acquire:
Dexterity
Disable
Craft 6
Reveal this card to add 1 die to your Disable check_
Bury this card to defeat a barrier; you are dealt 2d4 Fire damage_
"Found a prize that's locked up tight?
Goblin lockpick makes it right!
Found a door that's vexing you?
Goblin lockpick lets you through!" - Mogmurch Goblin alchemist
Armor B
Traits:
Light Armor
Magic
Elite To Acquire:
Constitution
Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1_
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead_
If you are proficient with light armors, you may recharge this card when you reset your hand_
Monster B
Traits:
Animal
Aquatic
Swarm
Basic
To Defeat:
Combat 8
Each character at your location must summon and encounter the Crab Swarm_ If any character would defeat the Crab Swarm, reroll the dice; that character must take the second result_ The Crab Swarm is defeated or undefeated based solely on the result of your second die roll_
Item B
Traits:
Object
Aquatic
Basic To Acquire:
Wisdom
Perception 5
Reveal this card to add 1d6 to your Perception check_
Discard this card to examine the top card of another location deck_ After playing this card, succeed at a Perception 7 check to recharge it instead of discarding it_
Festhall
At This Location: If your check has the Swashbuckling trait, add 1d4 to it.
When Closing: Summon and defeat the henchman Buccaneer.
When Permanently Closed: On closing, succeed at a Charisma or Diplomacy 8 check to draw 2 random allies from the box; choose 1 to add to your hand and return the other.
M: 2 Ba: 0 W: 2 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 1 ?: 1
Located/Displayed Here: None
Monster 1
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 11
The Tiger Shark may not be evaded_
Weapon B
Traits:
Sword
Melee
Slashing
Finesse
Swashbuckling
Magic
Elite To Acquire:
Strength
Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add 1d8_ If you aren't proficient with weapons, the difficulty of this check is increased by 4_
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check_
When a spell is played during any check, discard this card to add 2 dice to that check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Item B
Traits:
Tool
Alchemical
Basic To Acquire:
Ranged
Intelligence
Craft 6
Discard this card to search your deck for a weapon that has the Firearm trait_ Add it to your hand and shuffle your deck_ After playing this card, succeed at a Craft 8 check to recharge it instead of discarding it_
Ally B
Traits:
Human
Pirate
Basic To Acquire:
Charisma
Diplomacy 6
Reveal this card when you are required to shuffle one or more random cards from your hand or discard pile into your deck; you choose thos cards instead_ Then shuffle this card into your deck when you shuffle in those cards_
Discard this card to explore your location_ Add the Swashbuckling trait to your combat checks during this exploration_
Spell B
Traits:
Magic
Arcane
Divine
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 2
During your turn, discard this card to examine the top card of your location deck_ If the card is a blessing or has the Magic trait, you may immediately encounter it; otherwise, return it to the top of the deck_
After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 4 check to recharge this card isntead of discarding it_
Monster B
Traits:
Merfolk
Aquatic
To Defeat:
Combat 13
Before you act, succeed at a Wisdom or Perception 8 check or the difficulty of the check to defeat is increased by 2_
If undefeated, each character at your location must succeed at a Constitution or Fortitude 8 check or bury the top 1d4 cards of his deck_
Villain 1
Type: Monster
Traits:
Human
Pirate
To Defeat:
Combat 12
Before you act, succeed at a Constitution or Fortitude 7 check or Master Scourge is evaded_
After you act, Master Scourge deals 1 Poison damage to you_
"On your feet, ye filthy swabs! Get up on deck before Cap'n Harrigan flays your flesh into sausage skins and has Fishguts fry ye up for breakfast!" --Master Scourge, to his new "recruits"
Weapon 1
Traits:
Sword
Melee
Slashing
Magic To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4_ If you aren't proficient with weapons, the difficulty of this check is increased by 4_
If any d4 rolled on this check is a 4, count it as a 5_
Ally B
Traits:
Elf
Pirate
Basic To Acquire:
Charisma
Diplomacy 6
Reveal this card to add 1d6 to any Perception check_
Recharge this card to examine the top card of your location deck_
Alehouse
At This Location: When you acquire an ally, you may recharge it and draw a card.
When Closing: Summon and defeat the henchman Ruffian.
When Permanently Closed: On closing, you may recharge an ally from your discard pile.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 3 Bl: 0 ?: 1
Located/Displayed Here: None
Weapon B
Traits:
Knife
Ranged
Piercing
Basic To Acquire:
Dexterity
Ranged 3
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add another 1d4_
When playing another weapon, you may discard this card to add 1d4 to the combat check_
Henchman 1
Type: Monster
Traits:
Half-Orc
Pirate
To Defeat:
Combat 8
If the check to defeat has the Piercing or Swashbuckling trait, add 1d4 to it_
If defeated, you may immediately attempt to close the location this henchman came from_
Barrier B
Traits:
Obstacle
Magic
Mental
Veteran
To Defeat:
Intelligence
Arcane
Wisdom
Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any_
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck_
Item B
Traits:
Liquid
Alchemical
Basic To Acquire:
Intelligence
Craft 4
Banish this card and choose a character at your location to succeed at a Diplomacy check_
Ally B
Traits:
Dwarf
Pirate
Basic To Acquire:
Charisma
Diplomacy 9
Recharge this card to examine the top card of your location deck_
Discard this card to explore your location_ Add the Swashbuckling trait to your non-combat checks during this exploration_
Monster B
Traits:
Human
Captain
Pirate
Veteran
To Defeat:
Combat 12
Before you act, recharge a card_
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any_ You may not play allies that have the Pirate trait on this check_
After you act, the Pirate Captain deals 2 Structural damage to your ship_
Ally B
Traits:
Elf
Pirate
Basic To Acquire:
Charisma
Diplomacy 6
Discard this card to add 1d8 to your Craft check_
Discard this card to explore your location_ Add the Swashbuckling trait to your combat checks during this exploration_
Ally 1
Traits:
Dragon
Aquatic
Elite To Acquire:
Arcane
Divine
Charisma
Diplomacy 6
Recharge this card to add 2 and the Fire trait to any combat or Perception check_ Then roll 1d12_ On a 1, banish this card and each character at your location is dealt 1 Fire damage_
If you do not evade this card and fail the check to acquire it, each character at your location is dealt 1 Fire damage_
Barrier 1
Traits:
Trap
Aquatic
To Defeat:
Dexterity
Disable 7
If undefeated, display this card next to your deck; you may not move or be moved while this barrier is next to your deck_ While displayed, you may not move or be moved; at the start of each of your turns, succeed at a Dexterity, Acrobatics, or Strength 9 check to banish this card; at the end of each of your turns, bury the top card of your deck_
Monster B
Traits:
Animal
Elite
To Defeat:
Combat 11
If the check to defeat has the Cold trait, add 1d6 to it_
If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of the location deck, if it came from one_
Unless you make it angry, a constrictor snake will leave you alone_ Don't make it angry_
At This Location: When you acquire a boon, any 1 character may move to another location.
When Closing: Choose an open location deck. Shuffle a boon from your hand into that deck.
When Permanently Closed: On closing, you may give a card to a character at another location.
M: 1 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Weapon B
Traits:
Sword
Melee
Slashing
Basic To Acquire:
Strength
Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6_ If you aren't proficient with weapons, the difficulty of this check is increased by 4_
Weapon B
Traits:
Firearm
Ranged
Piercing
Swashbuckling
Magic
Elite To Acquire:
Dexterity
Ranged
Craft 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally bury this card to add another 1d10_ If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck_
Item B
Traits:
Tool To Acquire:
Wisdom
Survival 8
Display this card next to your character_ When you would shuffle a non-villain monster into your location, you may place it on top of that location instead_ At the start of each turn, roll 1d6; on a 1, bury this card_ If you move, discard this card_
Monster 1
Traits:
Animal
Basic
To Defeat:
Combat 9
A random character at your location encounters the Giant Frog_
If the check to defeat has the Electricity trait, add 1d8 to it_
Ally 1
Traits:
Half-Orc
Fighter
Pirate To Acquire:
Constitution
Fortitude 5
OR Charisma
Diplomacy 7
Recharge this card to add 1d6 and the Swashbuckling trait to your check to acquire a weapon, an armor, or an item_
Discard this card to explore your location_ Add the Swashbuckling trait to your combat checks during this exploration_
Villain 1
Type: Monster
Traits:
Human
Pirate
To Defeat:
Combat 14
Before you act, succeed at a Wisdom or Survival 8 check or Mister Plugg is evaded_
After you act, bury a card_
"Stealing from the ship's stores, are we? I'll have discipline on this ship if I have to toss every last one of ye overboard! Perhaps a keelhaulin' will be more to your liking_ We'll throw whatever's left of ye to the sharks!" --Mister Plugg, at the "Bloo
Item B
Traits:
Object
Alchemical To Acquire:
Intelligence
Craft 6
When you would banish an item that has the Alchemical or Liquid trait for its power, reveal this card to bury that item instead of banishing it_
Discard this card to search your deck for an item that has the Liquid trait, then add it to your hand and shuffle your deck_ After playing this card, succeed at a Craft 9 check to recharge it instead of discarding it_
Barrier B
Traits:
Task
Veteran
To Defeat:
Wisdom
Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any_
If defeated, you may look at the top card of the barrier's location deck; if it is a monster, you may immediately encounter it_
If undefeated, your ship is dealt 1 Structural damage_ Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn_
Armor B
Traits:
Shield
Magic
Elite To Acquire:
Constitution
Fortitude 6
Recharge this card to reduce Combat damage dealt to you by 2_ If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check_
Armor B
Traits:
Shield
Magic
Elite To Acquire:
Constitution
Fortitude 6
Recharge this card to reduce Combat damage dealt to you by 2_ If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check_
cartmanbeck RPG Superstar 2014 Top 16 |
Valendron-EmpTyger |
Starting at Festhall
With the mergoblin nemesis defeated, Valendron was in an unusually light mood. The elf went to the Festhall to share tales of their recent adventures.
Hand: Incanter, Codex, Dagger, Blessing of Iomedae, Force Missile, Blessing of the Gods 3,
Displayed:
Deck: 10 Discard: 0 Buried: 0
Notes:
Ask before using: Blessing of the Gods; Blessing of Iomedae (+1 die/+2 dice if noncombat CHA)
Can use without asking: Blessing if would recharge
Strength d6 [] +1 [] +2
Dexterity d8 [] +1 [] +2 [] +3
-- Stealth: Dexterity +2
Constitution d4 [] +1
Intelligence d6 [] +1 [] +2
Wisdom d8 [] +1 [] +2 [] +3
Charisma d10 [X] +1 [] +2 [] +3 [] +4
-- Arcane: Charisma +2
Powers:
Favored Card: Spell
Hand Size 5 [X] 6
Proficient with: [] Light Armors
For your combat check, you may discard a card to use your Arcane skill + 1d6 ([] +1) and add the Attack, Electricity, and Magic traits. This counts as playing a spell.
You may recharge a spell to move at the end of your turn ([] or to reduce Combat damage dealt to you by 2).
Celeste - Robert |
Celeste starts at Merchant Marina.
Hand: Augury, Life Drain, Blessing of the Gods, Sage’s Journal, Force Missile, Compass
Displayed:
Deck: 10 Discard: 0 Buried: 0
Notes: Blessing available
Strength d4 [ ] +1
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [x ] +1 [ ] +2 [ ] +3
- Knowledge: Intelligence +2
- Survival: Intelligence+3
Wisdom d6 [ ] +1 [ ] +2
Charisma d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
- Arcane: Charisma +2
Favored Card: Spell
Hand Size: 6 [ ] 7
Proficient With:
POWERS:
You may discard a card to add 1d8 ([ ] plus the card's adventure deck number) and the Melee and Poison traits to your combat check.
You automatically succeed at your check to recharge a spell that has the Arcane trait. ([x ]You may shuffle it into your deck instead)
At the end ([ ] or start) of your turn, you may recharge a card to examine the top card of another location deck.
Lini - Elinnea |
Lini picks up on Valendron's festive mood, and heads toward the nearest Alehouse looking for some entertainment herself. There will be time enough to deal with those pirates later!
Hand: Mastiff, Hide Armor, Cure, Fireblade, Charm Animal
Displayed:
Deck: 11 Discard: 0 Buried: 0
Notes:Skills and Powers:SKILLS
Strength d4 [ ]+1 [ ]+2 [ ]+3
Dexterity d6 [ ]+1 [ ]+2 [ ]+3
Constitution d8 [ ]+1 [ ]+2 [ ]+3
Fortitude: Constitution +2
Intelligence d6 [ ]+1
Wisdom d10 [X]+1 [ ]+2 [ ]+3 [ ]+4
Divine: Wisdom +2
Survival: Wisdom +2
Charisma d8 [ ]+1Favored Card: Ally
Hand Size: 5 [ ]6
Proficient with: [ ] Light Armors, [X] Weapons
Powers:
When you play an ally that has the Animal trait, if you would recharge, discard, or bury it for its power, you may instead shuffle it into your deck ([ ] or put it on top of your deck).
You may discard a card to use a d12 for your Strength or Dexterity die; if the check is against a card that has the Animal or Aquatic trait, recharge the card instead.
Mavario |
Starting at TOWER
Mavaro, hearing of treasure in a foreboding tower at the seaside, makes his way there...
Hand: Compass 2, Mind Thrust, Blessing of the Quartermaster 2, Planchette, Blessing of Horus, Elemental Ascetic,
Displayed: On Top:Possession
Deck: 9 Discard: 0 Buried: 0 On top:1
Notes: Onwards.
Sideboard cards:
Dexterity d6 [ ]+1 [ ]+2
Constitution d8 [ ] +1 [ ] +2 [ ] +3
Intelligence d8 [x] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +1
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d6 [ ] +1 [ ] +2
Favored Card: Your Choice (Item)
Hand Size 6
Proficient with: Light Armors, [ ] Heavy Armors, Weapons
Powers:
Play the top card of your deck faceup. You gain all skills that could be used to acquire that card equal to your Knowledge skill. ([ ] You may also add any of that card's traits to your check)
You may discard ([x] or recharge) a card to search your deck for a card and set it aside; shuffle your deck, then put that card on top.
Valendron-EmpTyger |
Exploring Festhall 1: Tiger Shark
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 11
The Tiger Shark may not be evaded_
Discardnig Force Missile
Combat 11: 1d10 + 3 + 2d4 ⇒ (3) + 3 + (4, 4) = 14
Tiger Shark is banished
Arcane 6: 1d10 + 3 ⇒ (5) + 3 = 8
Force Missile is recharged
Valendron told the tale to the barfolk. "We had just pillaged the shark islands when this *huge* tiger shark ambushed us." A summoner helpfully created a visual aid, which Valendron defeated with a magic missile.
Discarding Incanter to explore Festhall 2: Cutlass +1
Traits:
Sword
Melee
Slashing
Finesse
Swashbuckling
Magic
Elite To Acquire:
Strength
Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add 1d8_ If you aren't proficient with weapons, the difficulty of this check is increased by 4_
Valendron ccanot make a STR/Melee 8 check. Cutlass +1 is banished
The incanter added some fancy effects to the reenactment. But one seadog was unimpressed. "I could have done the same, with my magic cutlass." Valendron ignored the interruption.
Ending turn. Resetting hand
Hand: Black Spot, Codex, Dagger, Blessing of Iomedae, Sage, Blessing of the Gods 3,
Displayed:
Deck: 9 Discard: 1 Buried: 0
Notes:
Ask before using: Blessing of the Gods; Blessing of Iomedae (+1 die/+2 dice if noncombat CHA)
Can use without asking: Blessing if would recharge; Black Spot (-2 to difficulty vs monster)
Strength d6 [] +1 [] +2
Dexterity d8 [] +1 [] +2 [] +3
-- Stealth: Dexterity +2
Constitution d4 [] +1
Intelligence d6 [] +1 [] +2
Wisdom d8 [] +1 [] +2 [] +3
Charisma d10 [X] +1 [] +2 [] +3 [] +4
-- Arcane: Charisma +2
Powers:
Favored Card: Spell
Hand Size 5 [X] 6
Proficient with: [] Light Armors
For your combat check, you may discard a card to use your Arcane skill + 1d6 ([] +1) and add the Attack, Electricity, and Magic traits. This counts as playing a spell.
You may recharge a spell to move at the end of your turn ([] or to reduce Combat damage dealt to you by 2).
Valendron-EmpTyger |
Starting plunder: 1d6 ⇒ 1
Weapon
The crew of the Merchantman restocked their arms while the party explored Drenchport.
Mavario |
Blessing is Gods. Exploring tower.
Mavaro finds a pistol in a small desk in the tower's foyer...
Recharge Planchette to topdeck Spelldagger for Ranged.
Ranged 6: 1d8 + 2 ⇒ (6) + 2 = 8
Its' operation is familiar enough that he takes it. He then sends Bubillo to the next room. Discard Elem. Ascetic to explore. There is a small Coral capuchin there in a cage. Need the cards I have; not going to topdeck anything.
Wisdom 6: 1d8 ⇒ 3 The little guy is too frightened of Bubillo to leave the cage, and Mavaro cannot soothe him. Bored, Mavaro leaves, using his compass to find the Harbor, seeing a Longsword lying by the dock. Recharge Compass to move, examine Harbor - Longsword Weapon B. End turn; recharge Mind Thrust to topdeck Candle before draw.
Hand: Sacred Candle, Cure 1, Blessing of the Quartermaster 2, Pistol, Blessing of Horus, The Missing Eye,
Displayed: On Top:Blessing of Cayden Cailean
Deck: 9 Discard: 1 Buried: 0 On top:1
Notes: Onwards.
Sideboard cards:
Dexterity d6 [ ]+1 [ ]+2
Constitution d8 [ ] +1 [ ] +2 [ ] +3
Intelligence d8 [x] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +1
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d6 [ ] +1 [ ] +2
Favored Card: Your Choice (Item)
Hand Size 6
Proficient with: Light Armors, [ ] Heavy Armors, Weapons
Powers:
Play the top card of your deck faceup. You gain all skills that could be used to acquire that card equal to your Knowledge skill. ([ ] You may also add any of that card's traits to your check)
You may discard ([x] or recharge) a card to search your deck for a card and set it aside; shuffle your deck, then put that card on top.
Lini - Elinnea |
Top blessing is Milani - not a Blessing 1
Just as she's disembarking the boat, she hears some clicks and whistles coming from the water off to the side. She looks down to spot a friendly dolphin, and cheerfully whistles back at it.
Looking at the random cards, the first Animal ally is a Dolphin, so I'll bury Charm Animal to draw it.
Ally B
Traits:
Animal
Aquatic
Elite
To Acquire:
Wisdom
Survival 8
Bury this card to add 1d6 to any combat check to defeat a monster that has the Aquatic trait; if you are on a ship, put this card on top of your deck instead of burying it.
Recharge this card to examine the bottom card of any location deck.
Next I'll display the Mastiff to draw two cards: a Scythe and a Blessing of Kelizandri
The faithful mastiff comes trotting up with her scythe in his mouth. He wags his tail, sure that he's being very helpful. "Silly pup, we're going into an alehouse, not a brigand's den." But to appease him, she takes the weapon with her.
Weapon B
Traits:
Knife
Ranged
Piercing
Basic
To Acquire:
Dexterity
Ranged 3
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add another 1d4.
When playing another weapon, you may discard this card to add 1d4 to the combat check.
Dexterity 3: 1d6 ⇒ 3
Apparently the dog wasn't the only one who thought being well-armed would be important in this place. As soon as she pushes open the doors, she finds a dagger that had been dropped just inside the door. She picks it up to return to its owner, or maybe to keep it for herself, depending on how things go. Discard the blessing to explore again
Henchman 1
Type: Monster
Traits:
Half-Orc
Pirate
To Defeat:
Combat 8
If the check to defeat has the Piercing or Swashbuckling trait, add 1d4 to it.
If defeated, you may immediately attempt to close the location this henchman came from.
Because I'm protected with both an Armor and a Cure in-hand, and I would probably discard the dagger anyway, I'd like to try this for once. Reveal the Scythe to attack, and discard the Dagger, to add to my ordinary shrimpy d4 strength.
Combat 8: 4d4 ⇒ (3, 1, 4, 2) = 10
The one 4 counts as a 5 thanks to the scythe, so it's an 11.
It only takes another step into the room for Lini to be assaulted by a half-drunk half-orc. She tosses the dagger which is still in her hand, and then swings around the scythe that is almost the same size as herself. It strikes the pirate solidly across the shins, and he collapses. "Humph. I guess it'll be that kind of an alehouse."
I'm going with the tentative plan and not actually closing this location right now. It'd be nice to pick up an ally or two. We do know that there's not a villain here, at least. I'll shuffle the Dolphin into my deck to examine the bottom card of this location - it's a Constrictor Snake. Then I'll shuffle the Mastiff into my deck and reset my hand.
Hand: Scythe, Hide Armor, Cure, Fireblade, Frilled Lizard
Displayed:
Deck: 10 Discard: 2 Buried: 1
Notes: Cure is freely availableSkills and Powers:SKILLS
Strength d4 [ ]+1 [ ]+2 [ ]+3
Dexterity d6 [ ]+1 [ ]+2 [ ]+3
Constitution d8 [ ]+1 [ ]+2 [ ]+3
Fortitude: Constitution +2
Intelligence d6 [ ]+1
Wisdom d10 [X]+1 [ ]+2 [ ]+3 [ ]+4
Divine: Wisdom +2
Survival: Wisdom +2
Charisma d8 [ ]+1Favored Card: Ally
Hand Size: 5 [ ]6
Proficient with: [ ] Light Armors, [X] Weapons
Powers:
When you play an ally that has the Animal trait, if you would recharge, discard, or bury it for its power, you may instead shuffle it into your deck ([ ] or put it on top of your deck).
You may discard a card to use a d12 for your Strength or Dexterity die; if the check is against a card that has the Animal or Aquatic trait, recharge the card instead.
Celeste - Robert |
Celeste at Mrrchant Marina.
Because I am holding Augury, I am moving to a more bane-heavy location
Move to Festhall.
Play Augury. Call Monster.
Examine Festhall.
Bkessing of Pharasma
Powder Horn item
Swab ally
Dang it
Shuffle Augury into deck
Explore Festhall
Blessing of Pharasma
Arcane 5: 1d10 + 2 ⇒ (1) + 2 = 3
Banish Blessing of Pharasma
That hurts
Discard Compass to explore.
Powder Horn
Int 6: 1d8 + 1 ⇒ (3) + 1 = 4
Banish Powder Horn
Sigh.
Discard Blessing of Gods to explore
Swab
Char 6: 1d10 ⇒ 7
Swab acquired.
I needed that.
Discard Swab to explore.
Detect Magic, spell B.
Wow What a bummer spell
Acquire Detect Magic. (Arc 2)
Play Detect Magic
Next card: Cecaelia, monster B. Combat 13/15.
I ask Valendron to please not lose to this monster while I am here.
End turn. Recharge Sage’s Journal to examine Docks
Docks top card:
Dire Rat, monster B.
Hand: Rodrick, Life Drain, Fiery Glare, Blessing of the Elements, Force Missile, Alaeron
Displayed:
Deck: 9 Discard: 3 Buried: 0
Notes: For Val’s fight I can play Alaeron to add d6+Fire then recharge BoE
Strength d4 [ ] +1
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [x ] +1 [ ] +2 [ ] +3
- Knowledge: Intelligence +2
- Survival: Intelligence+3
Wisdom d6 [ ] +1 [ ] +2
Charisma d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
- Arcane: Charisma +2
Favored Card: Spell
Hand Size: 6 [ ] 7
Proficient With:
POWERS:
You may discard a card to add 1d8 ([ ] plus the card's adventure deck number) and the Melee and Poison traits to your combat check.
You automatically succeed at your check to recharge a spell that has the Arcane trait. ([x ]You may shuffle it into your deck instead)
At the end ([ ] or start) of your turn, you may recharge a card to examine the top card of another location deck.
Celeste - Robert |
Please ignore my entire turn post above ( you saw nothing. .. NOTHING) and instead accept the following:
Celeste at Mrrchant Marina.
Because I am holding Augury, I am moving to a more bane-heavy location
Move to Festhall.
Play Augury. Call Monster.
Examine Festhall.
Bkessing of Pharasma
Powder Horn item
Swab ally
Dang it
Shuffle Augury into my deck
Shuffle Festhall
Explore.
Card: 2 + 1d8 ⇒ 2 + (4) = 6
That’s Detect Magic, spell B.
Detect Magic acquired.
Play Detect Magic to examine next card:
Card: 2 + 1d8 ⇒ 2 + (1) = 3
Blessing of Pharasma. Detect Magic has me encounter it:
Arcane 5: 1d10 + 2 ⇒ (8) + 2 = 10
Blessing of Pharasma acquired.
Discard Compass to explore.
Card: 2 + 1d8 ⇒ 2 + (1) = 3
Card: 2 + 1d8 ⇒ 2 + (8) = 10
Lookout, ally B.
Char 6: 1d10 ⇒ 3
Banish Lookout ally
Discard Blessing of the Gods to explore.
Card: 2 + 1d8 ⇒ 2 + (3) = 5
Swab ally B.
Char 6: 1d10 ⇒ 1
Banish Swab ally.
End turn: recharge Sage’s Journal to exsmine Docks.
Docks top card: Dire Rat, monster B.
Hand: Rodrick, Life Drain, Fiery Glare, Blessing of the Elements, Force Missile, Blessing of Pharasma 2
Displayed:
Deck: 10 Discard: 2 Buried: 0
Notes: Blessings available
Strength d4 [ ] +1
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [x ] +1 [ ] +2 [ ] +3
- Knowledge: Intelligence +2
- Survival: Intelligence+3
Wisdom d6 [ ] +1 [ ] +2
Charisma d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
- Arcane: Charisma +2
Favored Card: Spell
Hand Size: 6 [ ] 7
Proficient With:
POWERS:
You may discard a card to add 1d8 ([ ] plus the card's adventure deck number) and the Melee and Poison traits to your combat check.
You automatically succeed at your check to recharge a spell that has the Arcane trait. ([x ]You may shuffle it into your deck instead)
At the end ([ ] or start) of your turn, you may recharge a card to examine the top card of another location deck.
Box Runner Nalshene |
During This Adventure:
During This Scenario: When you would add villains and henchmen to location decks, set Jemma Redclaw aside. Make a stack of Master Scourge, Mister Plugg, and 2 fewer henchmen than you have locations. Shuffle this stack and put a card on top of each location deck, then shuffle each location deck.
To create the blessings deck, shuffle together 10 random blessings from the box to make a stack, put Jemma Redclaw on top of that stack, then shuffle 19 more blessings together and add them to the top of the stack.
When you would defeat Master Scourge or Mister Plugg, display him next to this sheet. If he would escape, shuffle him into the location deck he came from instead.
During this scenario, the difficulty to defeat Jemma Redclaw is increased by 10. For each villain displayed next to this sheet, the difficulty to defeat Jemma Redclaw is reduced by 5.
When you would discard Jemma Redclaw from the blessings deck, display her next to your character card and encounter her. If Jemma Redclaw is undefeated, discard a card from the blessings deck then return her facedown to the top of the blessings deck.
To win the scenario, defeat Jemma Redclaw.
Additional Rules: The Adventure Deck number is 1.
1-Weapon
2-Spell
3-Armor
4-Item
5-Ally
6-Your choice of above
Ship:
Ship B
Traits: Class 0
To Defeat: Wisdom/Survival 5
OR
Perception 7
When Encountering: If defeated, when you stash a plunder card, roll on the Plunder Table twice and choose 1 of the results.
When Commanding: When you would roll for plunder, you may discard a card from the blessings deck to choose the type of plunder card instead.
BACK:
To Repair: Craft 6
When Commanding: If you fail to defeat a bane that has the Pirate trait, bury a card.
Villain:
Villain
Type: Monster
Traits: Human Captain Pirate
To Defeat: Combat 11
Before you act, recharge a card, then summon and encounter the ship Shackles Pirate Ship_ If undefeated, bury the bottom 1d4 cards of your deck_
"She says she got it from some exiled Alkenstar junk-smith, but if you ask me, I don't even think that piece of junk works_" --last words of "Doubting" Jossana Bleachwart
Villain
Type: Monster
Traits: Human Pirate
To Defeat: Combat 12
Before you act, succeed at a Constitution or Fortitude 7 check or Master Scourge is evaded_ After you act, Master Scourge deals 1 Poison damage to you_
"On your feet, ye filthy swabs! Get up on deck before Cap'n Harrigan flays your flesh into sausage skins and has Fishguts fry ye up for breakfast!" --Master Scourge, to his new "recruits"
Villain
Type: Monster
Traits: Human Pirate
To Defeat: Combat 14
Before you act, succeed at a Wisdom or Survival 8 check or Mister Plugg is evaded_ After you act, bury a card_
"Stealing from the ship's stores, are we? I'll have discipline on this ship if I have to toss every last one of ye overboard! Perhaps a keelhaulin' will be more to your liking_ We'll throw whatever's left of ye to the sharks!" --Mister Plugg, at the "Bloo
Henchman:
Henchman
Type: Monster
Traits: Human Pirate
To Defeat: Combat 8
If the check to defeat has the Slashing or Swashbuckling trait, add 1d4 to it_ If defeated, you may immediately attempt to close this location_
Henchman
Type: Monster
Traits: Human Pirate
To Defeat: Combat 8
If the check to defeat has the Finesse or Swashbuckling trait, add 1d4 to it_ If defeated, you may immediately attempt to close the location this henchman came from_
Henchman
Type: Monster
Traits: Half-Orc Pirate
To Defeat: Combat 8
If the check to defeat has the Piercing or Swashbuckling trait, add 1d4 to it_ If defeated, you may immediately attempt to close the location this henchman came from_
Henchman
Type: Monster
Traits: Human Pirate
To Defeat: Combat 8
If the check to defeat has the Bludgeoning or Swashbuckling trait, add 1d4 to it_ If defeated, you may immediately attempt to close the location this henchman came from_
Additional Henchmen:
Henchman B
Type: Monster
Traits: Human Pirate Veteran
To Defeat: Combat 8
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any_ If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead_ If defeated, you may immediately attempt to close the location this henchman came from_
Henchman B
Type: Monster
Traits: Human Pirate Veteran
To Defeat: Combat 7
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any_ After you act, if your check to defeat did not have the Swashbuckling trait, bury 1 item or weapon of your choice from your discard pile_ If defeated, you may immediately attempt to close the location this henchman came from_
Displayed Next to Scenario: NONE
Turn: 5, Valendron/EmpTyger
Monsters
Monster B
Traits:
Human
Smuggler
Basic
To Defeat:
Combat 9
Before you act, display a random card from your hand_ If undefeated, discard it; if undefeated, bury it_
Monster 1
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 11
The Tiger Shark may not be evaded_
Monster 1
Traits:
Animal
Aquatic
To Defeat:
Combat 13
If the Giant Rock Crab would be defeated, reroll the dice_ The Giant Rock Crab is defeated or undefeated based solely on the result of the second die roll_
If the check to defeat includes the Ranged trait, after you act, the Giant Rock Crab deals 1 Combat damage to you_
Monster 1
Traits:
Aberration
Plant
Elite
To Defeat:
Combat 10
The Vine Choker is immune to the Mental and Poison traits_
Before you act, succeed at a Dexterity or Acrobatics 8 check or you may not play spells_
If undefeated, the Vine Choker deals no damage; instead, bury the top 1d4 cards from your deck_
Monster 1
Traits:
Animal
Basic
To Defeat:
Combat 9
A random character at your location encounters the Giant Frog_
If the check to defeat has the Electricity trait, add 1d8 to it_
Barriers
Barrier B
Traits:
Cache
Lock
Veteran
To Defeat:
Strength
Melee 10
OR Dexterity
Disable 9
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any_
If defeated, add 1d4 random weapons from the box to your hand_
If undefeated, you may banish this barrier_
Barrier 1
Traits:
Trap
Basic
To Defeat:
Dexterity
Acrobatics 9
OR Disable 6
If undefeated, this barrier deals 1d6 Ranged Combat damage to you_
Barrier B
Traits:
Cache
Lock
Trap
Basic
To Defeat:
Dexterity
Disable 9
OR Strength
Melee 11
If defeated, add 1 random armor from the box to your hand_
If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier_
Barrier B
Traits:
Cache
Lock
Veteran
To Defeat:
Strength
Melee 10
OR Dexterity
Disable 9
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any_
If defeated, add 1d4 random weapons from the box to your hand_
If undefeated, you may banish this barrier_
Barrier 1
Traits:
Obstacle
Aquatic
Veteran
To Defeat:
Intelligence
Craft 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any_
If defeated, your ship is repaired_ If undefeated, your ship is dealt 1d4 Structural damage, and you must banish 1 random plunder card_
Weapons
Weapon B
Traits:
Sword
Melee
Piercing
Finesse
Swashbuckling
Basic To Acquire:
Strength
Melee 5
For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 1d4_ If you aren't proficient with weapons, the difficulty of this check is increased by 4_
Weapon B
Traits:
Bow
Ranged
Piercing
2-Handed
Elite To Acquire:
Dexterity
Ranged 5
For your combat check, reveal this card to use your Dexterity or Ranged skill + your Strength die_ If you aren't proficient with weapons, the difficulty of this check is increased by 4_
If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location_
Weapon P
Traits:
Club
Melee
Bludgeoning
Poison
Swashbuckling To Acquire:
Strength
Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 2d10. If you would succeed at the check, reroll the dice. You must take the lower result.
"Scurvy dogs done ate my leg,
So I got this fancy peg.
Pounded nails all through and through,
Goblin kick now poisons you!" -Ranzak, goblin Pirate
Weapon 1
Traits:
Polearm
Melee
Piercing
2-Handed
Magic
Elite To Acquire:
Strength
Melee 9
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1_ If you are on a ship, add another 1d4_ If you fail this check, you may discard this card to ignore the result and evade the bane instead_
Weapon B
Traits:
Bow
Ranged
Piercing
2-Handed
Basic To Acquire:
Dexterity
Ranged 3
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6_
If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location_
Spells
Spell B
Traits:
Magic
Divine
Healing
Basic To Acquire:
Wisdom
Divine 6
Reveal this card and choose a character at your location_ Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card_
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it_
Spell B
Traits:
Magic
Divine
Elite To Acquire:
Wisdom
Divine 6
Discard this card to add 1d6 to any check_
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it_
Spell 1
Traits:
Magic
Arcane To Acquire:
Intelligence
Arcane 6
Display this card and choose a character at your location_ While displayed, that character may bury 1 card from her hand to add 1d10 to her Strength, Melee, or Constitution check_ At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 8 check_ If you succeed, recharge this card; if you fail, banish it_
Spell B
Traits:
Magic
Divine To Acquire:
Wisdom
Divine 6
Discard this card to add 2 dice to any check to defeat a barrier_
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it_
Spell B
Traits:
Magic
Arcane
Attack
Force
Basic To Acquire:
Intelligence
Arcane 4
For your combat check, discard this card to use your Arcane skill + 2d4_
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it_
Armors
Armor B
Traits:
Light Armor
Magic
Swashbuckling
Elite To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Combat damage dealt to you by 1, or 3 if the check has the Swashbuckling trait_
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead_
If you are proficient with light armors, you may recharge this card when you reset your hand_
Armor B
Traits:
Light Armor
Swashbuckling
Basic To Acquire:
Constitution
Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 1, or 3 if the check has the Swashbuckling trait_
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead_
Armor B
Traits:
Shield
Basic To Acquire:
Constitution
Fortitude 3
Recharge this card to reduce Combat damage dealt to you by 1_ If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check_
Armor B
Traits:
Light Armor
Basic To Acquire:
Constitution
Fortitude 2
When you acquire this card, you may draw a card_
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead_
Armor B
Traits:
Light Armor
Basic To Acquire:
Constitution
Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1_
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead_
Items
Item B
Traits:
Object
Aquatic
Basic To Acquire:
Wisdom
Perception 5
Reveal this card to add 1d6 to your Perception check_
Discard this card to examine the top card of another location deck_ After playing this card, succeed at a Perception 7 check to recharge it instead of discarding it_
Item B
Traits:
Accessory
Swashbuckling
Elite To Acquire:
Wisdom
Survival 4
Reveal this card to add the Swashbuckling trait to your check_
Item B
Traits:
Liquid
Alchemical
Healing To Acquire:
Intelligence
Craft 5
Banish this card and choose a character at your location to shuffle 1d4 random cards from his discard pile into his deck_
Item B
Traits:
Accessory
Swashbuckling
Basic To Acquire:
Charisma
Dexterity 5
Recharge this card to add 1d4 and the Swashbuckling trait to your check to acquire an ally or to defeat a bane or a ship, or 1d8 if it has the Pirate trait_
Item B
Traits:
Accessory
Magic
Elite To Acquire:
Constitution
Fortitude 5
Reveal this card to add 1 die to your Fortitude check_
Recharge this card to succeed at your Fortitude check_
Allies
Ally B
Traits:
Human
Pirate
Basic To Acquire:
Charisma
Diplomacy 6
Recharge this card to add 1d6 to your non-combat Strength or Dexterity check_
Discard this card to explore your location_ Add the Swashbuckling trait to your combat checks during this exploration_
Ally B
Traits:
Human
Pirate
Basic To Acquire:
Charisma
Diplomacy 4
Recharge this card to add 1d4 to your non-combat check_
Discard this card to explore your location_ Add the Swashbuckling trait to your non-combat checks during this exploration_
Ally B
Traits:
Human
Veteran To Acquire:
Charisma
Diplomacy 7
Recharge this card to add the adventure deck number of the current scenario to your check (minimum 1)_
Discard this card to explore your location_
Ally B
Traits:
Elf
Pirate
Basic To Acquire:
Charisma
Diplomacy 6
Reveal this card to add 1d6 to any Perception check_
Recharge this card to examine the top card of your location deck_
Ally B
Traits:
Dwarf
Pirate
Basic To Acquire:
Charisma
Diplomacy 9
Recharge this card to examine the top card of your location deck_
Discard this card to explore your location_ Add the Swashbuckling trait to your non-combat checks during this exploration_
Blessings
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any combat Dexterity check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Blessing B
Traits:
Divine
Cayden Cailean To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any non-combat Strength or Constitution check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any combat Strength check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Blessing 1
Traits:
Divine
Besmara To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check that has the Swashbuckling trait_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Blessing B
Traits:
Divine
Achaekek To Acquire:
Intelligence
Craft 7
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check to defeat a villain or henchman_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Top of Blessing Discard Pile:
Blessing 1
Traits:
Divine
Besmara To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check that has the Swashbuckling trait_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Blessings Remaining: 25
Blessings Deck
Blessing of Erastil
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any combat Dexterity check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Blessing of Gozreh
Blessing B
Traits:
Divine
Gozreh To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check to close a location_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Blessing of Besmara
Blessing 1
Traits:
Divine
Besmara To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check that has the Swashbuckling trait_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Blessing of Cayden Cailean
Blessing B
Traits:
Divine
Cayden Cailean To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any non-combat Strength or Constitution check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check_
When a spell is played during any check, discard this card to add 2 dice to that check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check to defeat a barrier_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Jemma Redclaw
Villain B
Type: Monster
Traits:
Human
Captain
Pirate
To Defeat:
Combat 11
Before you act, recharge a card, then summon and encounter the ship Shackles Pirate Ship_
If undefeated, bury the bottom 1d4 cards of your deck_
"She says she got it from some exiled Alkenstar junk-smith, but if you ask me, I don't even think that piece of junk works_" --last words of "Doubting" Jossana Bleachwart
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check to defeat a barrier_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check_
When a spell is played during any check, discard this card to add 2 dice to that check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Blessing of Achaekek
Blessing B
Traits:
Divine
Achaekek To Acquire:
Intelligence
Craft 7
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check to defeat a villain or henchman_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Tower
At This Location: At the end of your turn, you may examine the top 2 cards of the blessings deck and put them back in any order.
When Closing: Succeed at a Dexterity or Stealth 7 check.
When Permanently Closed: At the end of your turn, you may examine the top 2 cards of the blessings deck and put them back in any order.
M: 2 Ba: 2 W: 0 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Armor B
Traits:
Light Armor
Swashbuckling
Basic To Acquire:
Constitution
Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 1, or 3 if the check has the Swashbuckling trait_
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead_
Spell B
Traits:
Magic
Arcane
Divine
Elite To Acquire:
Intelligence
Arcane
Wisdom
Divine 4
Discard this card to search the deck of a character at your location for a weapon and add it to your hand_
Bury this card to search the deck of a character at your location for a weapon and give it to any character_
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it_
Item B
Traits:
Object
Magic To Acquire:
Dexterity 7
Recharge this card to roll your Dexterity die instead of the normal die on a non-combat check_
Monster B
Traits:
Hag
Aquatic
To Defeat:
Combat 11
Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait_
When you are dealt damage by the Sea Hag, you must first choose weapons to discard as your damage, if you have any_
Henchman 1
Type: Monster
Traits:
Human
Pirate
To Defeat:
Combat 8
If the check to defeat has the Slashing or Swashbuckling trait, add 1d4 to it_
If defeated, you may immediately attempt to close this location_
Barrier B
Traits:
Cache
Basic
To Defeat:
Intelligence
Knowledge
Wisdom
Survival 6
If defeated, examine the top card of the location deck_ If it is a boon, you may add it to your hand_
If undefeated, you may banish this barrier_
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Strength
Melee
Dexterity 5
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any_
Each character at this location encounters this barrier_ Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage_ If any character defeats the barrier, it is defeated_
Monster 1
Traits:
Animal
Aquatic
Basic
To Defeat:
Combat 10
All damage from the Giant Moray Eel is Electricity damage_
If undefeated, reset your hand and end your turn_
Merchant Marina
At This Location: Add the adventure deck number of the current scenario to your checks to acquire boons and checks to defeat banes.
When Closing: Succeed at a Charisma or Diplomacy 6 check.
When Permanently Closed: On closing, each character at this location must discard a card.
M: 1 Ba: 1 W: 2 Sp: 0 Ar: 1 I: 3 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Item 1
Traits:
Accessory
Magic
Swashbuckling
Elite To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Reveal this card to add 2 and the Swashbuckling trait to your check to acquire or recharge a spell_
Bury this card to succeed at your check to acquire or recharge a spell_
Barrier 1
Traits:
Trap
Basic
To Defeat:
Dexterity
Acrobatics 9
OR Disable 6
If undefeated, this barrier deals 1d6 Ranged Combat damage to you_
Monster B
Traits:
Merfolk
Aquatic
Basic
To Defeat:
Combat 8
If undefeated, each character at this location must succeed at a Constitution or Fortitude 7 check or bury the top card of his deck_
Item B
Traits:
Object
Magic To Acquire:
Strength 7
Recharge this card to roll your Strength die instead of the normal die on a non-combat check_
Henchman 1
Type: Monster
Traits:
Human
Pirate
To Defeat:
Combat 8
If the check to defeat has the Finesse or Swashbuckling trait, add 1d4 to it_
If defeated, you may immediately attempt to close the location this henchman came from_
Weapon B
Traits:
Firearm
Ranged
Piercing
2-Handed
Elite To Acquire:
Dexterity
Ranged
Craft 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10; you may additionally bury this card to add another 1d10_ If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on 1-2, shuffle this card into your deck_
Ally B
Traits:
Human
Pirate
Basic To Acquire:
Charisma
Diplomacy 8
Recharge this card to add 1d4 to your Ranged combat check_ If you would shuffle a weapon that has the Firearm trait into your deck on this check, put it on top of your deck instead_
Discard this card to explore your location_ Add the Swashbuckling trait to your combat checks during this exploration_
Item B
Traits:
Liquid
Alchemical
Healing To Acquire:
Intelligence
Craft 5
Banish this card and choose a character at your location to shuffle 1d4 random cards from his discard pile into his deck_
Weapon B
Traits:
Club
Melee
Bludgeoning
Basic To Acquire:
Strength
Melee 6
Discard this card to evade a monster whose highest difficulty to defeat is 12 or lower_
Armor B
Traits:
Light Armor
Swashbuckling
Basic To Acquire:
Constitution
Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 1, or 3 if the check has the Swashbuckling trait_
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead_
Docks
At This Location: After you explore, you may recharge an ally to immediately explore again.
When Closing: Bury an ally.
When Permanently Closed: On closing, you may examine the top card of any location deck; if it is a boon, add it to your hand.
M: 2 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 3 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Monster B
Traits:
Animal
Basic
To Defeat:
Combat 8
OR Dexterity
Stealth 6
If undefeated, the Dire Rat deals 1 Combat damage to you; succeed at a Constitution or Fortitude 6 check or discard the top card of your deck.
This rat has glowing red eyes and is of an unusual size.
Item B
Traits:
Tool
Basic To Acquire:
Dexterity
Disable 4
Reveal this card to add 1 die to your Disable check_
Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower_ After playing this card, succeed at a Disable 8 check to recharge it instead of discarding it_
Henchman 1
Type: Monster
Traits:
Human
Pirate
To Defeat:
Combat 8
If the check to defeat has the Bludgeoning or Swashbuckling trait, add 1d4 to it_
If defeated, you may immediately attempt to close the location this henchman came from_
Ally B
Traits:
Human
Captain
Pirate
Basic To Acquire:
Constitution
Fortitude 4
THEN Charisma
Diplomacy 6
Reveal this card and recharge another card to add 1d6 to your non-combat Constitution or Intelligence check_
Discard this card to explore your location_ Add the Swashbuckling trait to your non-combat checks during this exploration_
Weapon B
Traits:
Polearm
Melee
Piercing
2-Handed
Magic To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1 and add the Cold trait_ Add another 1d4 if you are on a ship_ If you fail this check, you may discard this card to ignore the result and reroll the dice_ You must take the second result_
Barrier 1
Traits:
Task
Elite
To Defeat:
Intelligence
Craft 7
Before you act, succeed at a Strength 6 check or the difficulty of checks to defeat this barrier is increased by 3_
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier_
If undefeated, leave this barrier faceup on the location deck_ Characters at this location encounter this barrier as their first exploration each turn_
Item P
Traits:
Tool
Alchemical To Acquire:
Dexterity
Disable
Craft 6
Reveal this card to add 1 die to your Disable check_
Bury this card to defeat a barrier; you are dealt 2d4 Fire damage_
"Found a prize that's locked up tight?
Goblin lockpick makes it right!
Found a door that's vexing you?
Goblin lockpick lets you through!" - Mogmurch Goblin alchemist
Armor B
Traits:
Light Armor
Magic
Elite To Acquire:
Constitution
Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1_
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead_
If you are proficient with light armors, you may recharge this card when you reset your hand_
Monster B
Traits:
Animal
Aquatic
Swarm
Basic
To Defeat:
Combat 8
Each character at your location must summon and encounter the Crab Swarm_ If any character would defeat the Crab Swarm, reroll the dice; that character must take the second result_ The Crab Swarm is defeated or undefeated based solely on the result of your second die roll_
Item B
Traits:
Object
Aquatic
Basic To Acquire:
Wisdom
Perception 5
Reveal this card to add 1d6 to your Perception check_
Discard this card to examine the top card of another location deck_ After playing this card, succeed at a Perception 7 check to recharge it instead of discarding it_
At This Location: If your check has the Swashbuckling trait, add 1d4 to it.
When Closing: Summon and defeat the henchman Buccaneer.
When Permanently Closed: On closing, succeed at a Charisma or Diplomacy 8 check to draw 2 random allies from the box; choose 1 to add to your hand and return the other.
M: 1 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Celeste/elcoderdude, Valendron/EmpTyger, None
Weapon 1
Traits:
Sword
Melee
Slashing
Magic To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4_ If you aren't proficient with weapons, the difficulty of this check is increased by 4_
If any d4 rolled on this check is a 4, count it as a 5_
Monster B
Traits:
Merfolk
Aquatic
To Defeat:
Combat 13
Before you act, succeed at a Wisdom or Perception 8 check or the difficulty of the check to defeat is increased by 2_
If undefeated, each character at your location must succeed at a Constitution or Fortitude 8 check or bury the top 1d4 cards of his deck_
Villain 1
Type: Monster
Traits:
Human
Pirate
To Defeat:
Combat 12
Before you act, succeed at a Constitution or Fortitude 7 check or Master Scourge is evaded_
After you act, Master Scourge deals 1 Poison damage to you_
"On your feet, ye filthy swabs! Get up on deck before Cap'n Harrigan flays your flesh into sausage skins and has Fishguts fry ye up for breakfast!" --Master Scourge, to his new "recruits"
Item B
Traits:
Tool
Alchemical
Basic To Acquire:
Ranged
Intelligence
Craft 6
Discard this card to search your deck for a weapon that has the Firearm trait_ Add it to your hand and shuffle your deck_ After playing this card, succeed at a Craft 8 check to recharge it instead of discarding it_
Alehouse
At This Location: When you acquire an ally, you may recharge it and draw a card.
When Closing: Summon and defeat the henchman Ruffian.
When Permanently Closed: On closing, you may recharge an ally from your discard pile.
M: 2 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 1 Al: 3 Bl: 0 ?: 0
Located/Displayed Here: Lini/Elinnea, None
Barrier B
Traits:
Obstacle
Magic
Mental
Veteran
To Defeat:
Intelligence
Arcane
Wisdom
Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any_
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck_
Item B
Traits:
Liquid
Alchemical
Basic To Acquire:
Intelligence
Craft 4
Banish this card and choose a character at your location to succeed at a Diplomacy check_
Ally B
Traits:
Dwarf
Pirate
Basic To Acquire:
Charisma
Diplomacy 9
Recharge this card to examine the top card of your location deck_
Discard this card to explore your location_ Add the Swashbuckling trait to your non-combat checks during this exploration_
Monster B
Traits:
Human
Captain
Pirate
Veteran
To Defeat:
Combat 12
Before you act, recharge a card_
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any_ You may not play allies that have the Pirate trait on this check_
After you act, the Pirate Captain deals 2 Structural damage to your ship_
Ally B
Traits:
Elf
Pirate
Basic To Acquire:
Charisma
Diplomacy 6
Discard this card to add 1d8 to your Craft check_
Discard this card to explore your location_ Add the Swashbuckling trait to your combat checks during this exploration_
Ally 1
Traits:
Dragon
Aquatic
Elite To Acquire:
Arcane
Divine
Charisma
Diplomacy 6
Recharge this card to add 2 and the Fire trait to any combat or Perception check_ Then roll 1d12_ On a 1, banish this card and each character at your location is dealt 1 Fire damage_
If you do not evade this card and fail the check to acquire it, each character at your location is dealt 1 Fire damage_
Barrier 1
Traits:
Trap
Aquatic
To Defeat:
Dexterity
Disable 7
If undefeated, display this card next to your deck; you may not move or be moved while this barrier is next to your deck_ While displayed, you may not move or be moved; at the start of each of your turns, succeed at a Dexterity, Acrobatics, or Strength 9 check to banish this card; at the end of each of your turns, bury the top card of your deck_
Monster B
Traits:
Animal
Elite
To Defeat:
Combat 11
If the check to defeat has the Cold trait, add 1d6 to it_
If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of the location deck, if it came from one_
Unless you make it angry, a constrictor snake will leave you alone_ Don't make it angry_
Harbor
At This Location: When you acquire a boon, any 1 character may move to another location.
When Closing: Choose an open location deck. Shuffle a boon from your hand into that deck.
When Permanently Closed: On closing, you may give a card to a character at another location.
M: 1 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Mavaro/Calthaer, None
Weapon B
Traits:
Sword
Melee
Slashing
Basic To Acquire:
Strength
Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6_ If you aren't proficient with weapons, the difficulty of this check is increased by 4_
Weapon B
Traits:
Firearm
Ranged
Piercing
Swashbuckling
Magic
Elite To Acquire:
Dexterity
Ranged
Craft 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally bury this card to add another 1d10_ If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck_
Item B
Traits:
Tool To Acquire:
Wisdom
Survival 8
Display this card next to your character_ When you would shuffle a non-villain monster into your location, you may place it on top of that location instead_ At the start of each turn, roll 1d6; on a 1, bury this card_ If you move, discard this card_
Monster 1
Traits:
Animal
Basic
To Defeat:
Combat 9
A random character at your location encounters the Giant Frog_
If the check to defeat has the Electricity trait, add 1d8 to it_
Ally 1
Traits:
Half-Orc
Fighter
Pirate To Acquire:
Constitution
Fortitude 5
OR Charisma
Diplomacy 7
Recharge this card to add 1d6 and the Swashbuckling trait to your check to acquire a weapon, an armor, or an item_
Discard this card to explore your location_ Add the Swashbuckling trait to your combat checks during this exploration_
Villain 1
Type: Monster
Traits:
Human
Pirate
To Defeat:
Combat 14
Before you act, succeed at a Wisdom or Survival 8 check or Mister Plugg is evaded_
After you act, bury a card_
"Stealing from the ship's stores, are we? I'll have discipline on this ship if I have to toss every last one of ye overboard! Perhaps a keelhaulin' will be more to your liking_ We'll throw whatever's left of ye to the sharks!" --Mister Plugg, at the "Bloo
Item B
Traits:
Object
Alchemical To Acquire:
Intelligence
Craft 6
When you would banish an item that has the Alchemical or Liquid trait for its power, reveal this card to bury that item instead of banishing it_
Discard this card to search your deck for an item that has the Liquid trait, then add it to your hand and shuffle your deck_ After playing this card, succeed at a Craft 9 check to recharge it instead of discarding it_
Barrier B
Traits:
Task
Veteran
To Defeat:
Wisdom
Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any_
If defeated, you may look at the top card of the barrier's location deck; if it is a monster, you may immediately encounter it_
If undefeated, your ship is dealt 1 Structural damage_ Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn_
Armor B
Traits:
Shield
Magic
Elite To Acquire:
Constitution
Fortitude 6
Recharge this card to reduce Combat damage dealt to you by 2_ If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check_
Armor B
Traits:
Shield
Magic
Elite To Acquire:
Constitution
Fortitude 6
Recharge this card to reduce Combat damage dealt to you by 2_ If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check_
Mavario |
As he watches the stars align in the night sky, and the sign of Besmara ascendant, Mavaro burns another Sacred Candle to capture her favor...
Bury Sacred Candle to acquire Blessing of Besmara. Someone else can have this Blessing 1; the Sign blessings in Occult Adventures 2 don't have great Acquire checks to fuel Mavaro's power.
<OUT OF TURN HAND UPDATE>
Hand: Blessing of Besmara, Cure 1, Blessing of the Quartermaster 2, Pistol, Blessing of Horus, The Missing Eye,
Displayed: On Top:Blessing of Cayden Cailean
Deck: 9 Discard: 1 Buried: 1 On top:1
Notes: BLESSINGGGGGGS!
Sideboard cards:
Dexterity d6 [ ]+1 [ ]+2
Constitution d8 [ ] +1 [ ] +2 [ ] +3
Intelligence d8 [x] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +1
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d6 [ ] +1 [ ] +2
Favored Card: Your Choice (Item)
Hand Size 6
Proficient with: Light Armors, [ ] Heavy Armors, Weapons
Powers:
Play the top card of your deck faceup. You gain all skills that could be used to acquire that card equal to your Knowledge skill. ([ ] You may also add any of that card's traits to your check)
You may discard ([x] or recharge) a card to search your deck for a card and set it aside; shuffle your deck, then put that card on top.
Valendron-EmpTyger |
1 person marked this as a favorite. |
Exploring Festhall 1: Falcata +1
Weapon 1
Traits:
Sword
Melee
Slashing
Magic To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4_ If you aren't proficient with weapons, the difficulty of this check is increased by 4_
If any d4 rolled on this check is a 4, count it as a 5_
Valendron cannot make a STR/Melee 10 check. Falcata +1 is banished
The seadog continued bragging, showing off another magic sword. Valendron continued to ignore him.
Discarding Sage to explore Festhall 2: Cecaelia
Traits:
Merfolk
Aquatic
To Defeat:
Combat 13
Before you act, succeed at a Wisdom or Perception 8 check or the difficulty of the check to defeat is increased by 2_
If undefeated, each character at your location must succeed at a Constitution or Fortitude 8 check or bury the top 1d4 cards of his deck_
Wisdom 8: 1d8 ⇒ 8
No difficulty increase. Discarding Black Spot, recharging Dagger, discarding Blessing of the Gods
Combat 13-2=11: 2d8 + 1d4 + 1d4 ⇒ (6, 8) + (4) + (1) = 19
Cecaelia is banished
Arcane 6: 1d10 + 3 ⇒ (7) + 3 = 10
Black Spot is recharged
The elf noticed that the merfolk chatting with the ship's historian was seething. Valendron was ready when she finally erupted. "You filthy elf! My grandma was a shark!" Valendron menaced her with a dagger and cast a curse on her, causing her to slump to the floor unconscious.
The hostess rolled her eyes. "Go home Cecaelia, you're drunk."
Ending turn. Recharging hand
Hand: Allying Dart +1, Codex, Crown of Charisma, Blessing of Iomedae, Frostbite, Mirror Image,
Displayed:
Deck: 7 Discard: 3 Buried: 0
Notes:
Ask before using: Blessing of Iomedae (+1 die/+2 dice if noncombat CHA)
Can use without asking: Blessing if would recharge; Allying Dart +1 (+1d4+1 to combat at my location)
Strength d6 [] +1 [] +2
Dexterity d8 [] +1 [] +2 [] +3
-- Stealth: Dexterity +2
Constitution d4 [] +1
Intelligence d6 [] +1 [] +2
Wisdom d8 [] +1 [] +2 [] +3
Charisma d10 [X] +1 [] +2 [] +3 [] +4
-- Arcane: Charisma +2
Powers:
Favored Card: Spell
Hand Size 5 [X] 6
Proficient with: [] Light Armors
For your combat check, you may discard a card to use your Arcane skill + 1d6 ([] +1) and add the Attack, Electricity, and Magic traits. This counts as playing a spell.
You may recharge a spell to move at the end of your turn ([] or to reduce Combat damage dealt to you by 2).
Mavario |
Top card of blessings discard is ERASTIL. Moving back to Tower and exploring.
Mavaro remembers that he left Bubillo back at the tower, and goes back to get him. As he enters the musty old tower, he sees through the foyer in a new room that there is a Chain Shirt Armor B...
Not going to go out of my way to get this armor B; die is 1d8 anyways.
Constitution 4: 1d8 ⇒ 3
...but the shirt is too heavy to lift. Praying to Besmara, he ascends to the second floor...Discard Besmara to explore again.
...where he finds an old scroll. Call Weapon, spell B, Using plain INT. He tries to decipher it...
Intelligence 4: 1d8 + 1 ⇒ (6) + 1 = 7
...and realizes it's a scroll of Call Weapon. He grabs it.
One more blessing, and then - despite not having max cards in discard - I will Cure, as they will all be blessings. Will bring Staff of Minor Healing to top in case the Cure doesn't recharge, and to use its Divine.
Realizing that the quartermaster had encouraged him to seek out a treasure in the tower, he keeps searching...Discard Blessing of the Quartermaster to explore.
...and spots the treasure - a magic Emerald of Dexterity! Item B...recharge Pistol to bring Pistol to the top of my deck.
Dexterity 7: 1d8 + 2 ⇒ (5) + 2 = 7
Pocketing the treasure, and wearied by the day, Mavaro finds a quiet alcove to rest and review some lore.
Recharge Emerald of Dexterity to get Staff of Minor Healing to top of deck. Cast Cure.
Cure: 1d4 + 1 ⇒ (2) + 1 = 3
OK, all cards in discard recharged. Recharge check for Cure...
Divine 8: 1d8 + 2 ⇒ (8) + 2 = 10
SUCCESS! I will keep Staff of Minor Healing on top to draw it - someone feel free to come to the Tower to get a card healed...although I'm afraid that most of the cards left in this deck are probably banes.
Hand: Call Weapon, Staff of Minor Healing, Blessing of Cayden Cailean, Planchette, Blessing of Horus, The Missing Eye,
Displayed: On Top:
Deck: 13 Discard: 0 Buried: 1 On top:0
Notes: Hail to the king, baby.
Sideboard cards:
Dexterity d6 [ ]+1 [ ]+2
Constitution d8 [ ] +1 [ ] +2 [ ] +3
Intelligence d8 [x] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +1
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d6 [ ] +1 [ ] +2
Favored Card: Your Choice (Item)
Hand Size 6
Proficient with: Light Armors, [ ] Heavy Armors, Weapons
Powers:
Play the top card of your deck faceup. You gain all skills that could be used to acquire that card equal to your Knowledge skill. ([ ] You may also add any of that card's traits to your check)
You may discard ([x] or recharge) a card to search your deck for a card and set it aside; shuffle your deck, then put that card on top.
Lini - Elinnea |
On top: Blessing of the Gods
Barrier B
Traits:
Obstacle
Magic
Mental
Veteran
To Defeat:
Intelligence
Arcane
Wisdom
Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.
I'll shuffle the lizard into my deck to add 2d4.
Wisdom 7: 1d10 + 1 + 2d4 ⇒ (1) + 1 + (4, 3) = 9
The side room of the alehouse is sealed off and Lini is about to walk right on by, but she is stopped by the sound of a small lizard chirruping. She looks down and sees the creature pawing at the wall, and then walking right on through! In astonishment she follows suit. It wasn't sealed off at all; someone just wanted to keep her from the room that must surely be the most fun in this entire place! Taking mild offense at this slight, Lini glances around to see what's in this area that's so important to hide away.
Item B
Traits:
Liquid
Alchemical
Basic
To Acquire:
Intelligence
Craft 4
Banish this card and choose a character at your location to succeed at a Diplomacy check.
I'll leave that card on top. Maybe one of our intelligent team members could come try to get this potion to help collect one of the allies here? Or maybe even use it for the Festhall post-closing check.
I have no more explores, so I'll end my turn.
Hand: Scythe, Hide Armor, Cure, Fireblade, Blessing of the Gods 1
Displayed:
Deck: 10 Discard: 2 Buried: 1
Notes: Cure and Blessing are both availableSkills and Powers:SKILLS
Strength d4 [ ]+1 [ ]+2 [ ]+3
Dexterity d6 [ ]+1 [ ]+2 [ ]+3
Constitution d8 [ ]+1 [ ]+2 [ ]+3
Fortitude: Constitution +2
Intelligence d6 [ ]+1
Wisdom d10 [X]+1 [ ]+2 [ ]+3 [ ]+4
Divine: Wisdom +2
Survival: Wisdom +2
Charisma d8 [ ]+1Favored Card: Ally
Hand Size: 5 [ ]6
Proficient with: [ ] Light Armors, [X] Weapons
Powers:
When you play an ally that has the Animal trait, if you would recharge, discard, or bury it for its power, you may instead shuffle it into your deck ([ ] or put it on top of your deck).
You may discard a card to use a d12 for your Strength or Dexterity die; if the check is against a card that has the Animal or Aquatic trait, recharge the card instead.
Celeste - Robert |
In a normal scenario, I’d press on to close Festhall. But this is not a normal scenario, so I don’t quitr see the point.
Celeste at Festhall.
Move to Alehouse.
Explore.
Potion of Glibness.
Discard Rodrick to add d8.
Int 4: 2d8 + 1 ⇒ (8, 2) + 1 = 11
Acquire Potion of Glibness.
Discard Pharasma to explore.
Boatswain, ally B
I hoped for a 1, but such is life. Banish Potion of Glibness.
Acquire Boatswain.
Discard Boatswain to explore
Pirate Captain
Great. I really hate these guys.
BYA: Recharge Life Drain
Play Fiery Glare. Recharge Blessing of the Elements
Combat 13: 2d10 + 2d4 + 2 ⇒ (6, 8) + (4, 1) + 2 = 21
Pirate Captain defeated.
Shuffle Fiery Glare into deck.
AYA: 2 Structural Damage.
I discard Force Missile for 1 That empties my hand.
Someone needs to discard a card for Structural Famage
Hand: Life Drain, Sage’s Journal, Thieves Tools, Detect Magic, Blessing of the Ancients, Augury
Displayed:
Deck: 7 Discard: 6 Buried: 0
Notes: Blessing available I promise I have learned how to use Augury
Strength d4 [ ] +1
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [x ] +1 [ ] +2 [ ] +3
- Knowledge: Intelligence +2
- Survival: Intelligence+3
Wisdom d6 [ ] +1 [ ] +2
Charisma d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
- Arcane: Charisma +2
Favored Card: Spell
Hand Size: 6 [ ] 7
Proficient With:
POWERS:
You may discard a card to add 1d8 ([ ] plus the card's adventure deck number) and the Melee and Poison traits to your combat check.
You automatically succeed at your check to recharge a spell that has the Arcane trait. ([x ]You may shuffle it into your deck instead)
At the end ([ ] or start) of your turn, you may recharge a card to examine the top card of another location deck.
,
Lini - Elinnea |
Discard Hide Armor for structural damage
Lini points out the potion to Celeste, who carries it around the room making new friends. But she seems to get on the wrong side of a pirate captain. It comes to blows, and when Lini tries to get between them, her hide armor gets ripped to shreds. When it's all over, she hastens to Celeste's side to take care of the sorcerer's wounds.
Cure Celeste: 1d4 + 1 ⇒ (3) + 1 = 4
Recharge Divine 8: 1d10 + 3 ⇒ (3) + 3 = 6 discarded
Out-of-turn hand update
Hand: Scythe, Fireblade, Blessing of the Gods 1
Displayed:
Deck: 10 Discard: 4 Buried: 1
Notes: Blessing available if neededSkills and Powers:SKILLS
Strength d4 [ ]+1 [ ]+2 [ ]+3
Dexterity d6 [ ]+1 [ ]+2 [ ]+3
Constitution d8 [ ]+1 [ ]+2 [ ]+3
Fortitude: Constitution +2
Intelligence d6 [ ]+1
Wisdom d10 [X]+1 [ ]+2 [ ]+3 [ ]+4
Divine: Wisdom +2
Survival: Wisdom +2
Charisma d8 [ ]+1Favored Card: Ally
Hand Size: 5 [ ]6
Proficient with: [ ] Light Armors, [X] Weapons
Powers:
When you play an ally that has the Animal trait, if you would recharge, discard, or bury it for its power, you may instead shuffle it into your deck ([ ] or put it on top of your deck).
You may discard a card to use a d12 for your Strength or Dexterity die; if the check is against a card that has the Animal or Aquatic trait, recharge the card instead.
Valendron-EmpTyger |
Exploring Festhall 3: Master Scourge
Villain 1
Type: Monster
Traits:
Human
Pirate
To Defeat:
Combat 12
Before you act, succeed at a Constitution or Fortitude 7 check or Master Scourge is evaded_
After you act, Master Scourge deals 1 Poison damage to you_
"On your feet, ye filthy swabs! Get up on deck before Cap'n Harrigan flays your flesh into sausage skins and has Fishguts fry ye up for breakfast!" --Master Scourge, to his new "recruits"
Master Scourge confronted Valendron. “Think you’re getting too big for your boat, elf. It’s still Jemma’s command.”
Pausing to ask for help with the CON check. (Ideally Mavaro’s Cayden Cailean?)
Hand: Allying Dart +1, Codex, Crown of Charisma, Blessing of Iomedae, Frostbite, Mirror Image,
Displayed:
Deck: 7 Discard: 3 Buried: 0
Notes:
Ask before using: Blessing of Iomedae (+1 die/+2 dice if noncombat CHA)
Can use without asking: Blessing if would recharge; Allying Dart +1 (+1d4+1 to combat at my location)
Strength d6 [] +1 [] +2
Dexterity d8 [] +1 [] +2 [] +3
-- Stealth: Dexterity +2
Constitution d4 [] +1
Intelligence d6 [] +1 [] +2
Wisdom d8 [] +1 [] +2 [] +3
Charisma d10 [X] +1 [] +2 [] +3 [] +4
-- Arcane: Charisma +2
Powers:
Favored Card: Spell
Hand Size 5 [X] 6
Proficient with: [] Light Armors
For your combat check, you may discard a card to use your Arcane skill + 1d6 ([] +1) and add the Attack, Electricity, and Magic traits. This counts as playing a spell.
You may recharge a spell to move at the end of your turn ([] or to reduce Combat damage dealt to you by 2).
Box Runner Nalshene |
During This Adventure:
During This Scenario: When you would add villains and henchmen to location decks, set Jemma Redclaw aside. Make a stack of Master Scourge, Mister Plugg, and 2 fewer henchmen than you have locations. Shuffle this stack and put a card on top of each location deck, then shuffle each location deck.
To create the blessings deck, shuffle together 10 random blessings from the box to make a stack, put Jemma Redclaw on top of that stack, then shuffle 19 more blessings together and add them to the top of the stack.
When you would defeat Master Scourge or Mister Plugg, display him next to this sheet. If he would escape, shuffle him into the location deck he came from instead.
During this scenario, the difficulty to defeat Jemma Redclaw is increased by 10. For each villain displayed next to this sheet, the difficulty to defeat Jemma Redclaw is reduced by 5.
When you would discard Jemma Redclaw from the blessings deck, display her next to your character card and encounter her. If Jemma Redclaw is undefeated, discard a card from the blessings deck then return her facedown to the top of the blessings deck.
To win the scenario, defeat Jemma Redclaw.
Additional Rules: The Adventure Deck number is 1.
1-Weapon
2-Spell
3-Armor
4-Item
5-Ally
6-Your choice of above
Ship:
Ship B
Traits: Class 0
To Defeat: Wisdom/Survival 5
OR
Perception 7
When Encountering: If defeated, when you stash a plunder card, roll on the Plunder Table twice and choose 1 of the results.
When Commanding: When you would roll for plunder, you may discard a card from the blessings deck to choose the type of plunder card instead.
BACK:
To Repair: Craft 6
When Commanding: If you fail to defeat a bane that has the Pirate trait, bury a card.
Villain:
Villain
Type: Monster
Traits: Human Captain Pirate
To Defeat: Combat 11
Before you act, recharge a card, then summon and encounter the ship Shackles Pirate Ship_ If undefeated, bury the bottom 1d4 cards of your deck_
"She says she got it from some exiled Alkenstar junk-smith, but if you ask me, I don't even think that piece of junk works_" --last words of "Doubting" Jossana Bleachwart
Villain
Type: Monster
Traits: Human Pirate
To Defeat: Combat 12
Before you act, succeed at a Constitution or Fortitude 7 check or Master Scourge is evaded_ After you act, Master Scourge deals 1 Poison damage to you_
"On your feet, ye filthy swabs! Get up on deck before Cap'n Harrigan flays your flesh into sausage skins and has Fishguts fry ye up for breakfast!" --Master Scourge, to his new "recruits"
Villain
Type: Monster
Traits: Human Pirate
To Defeat: Combat 14
Before you act, succeed at a Wisdom or Survival 8 check or Mister Plugg is evaded_ After you act, bury a card_
"Stealing from the ship's stores, are we? I'll have discipline on this ship if I have to toss every last one of ye overboard! Perhaps a keelhaulin' will be more to your liking_ We'll throw whatever's left of ye to the sharks!" --Mister Plugg, at the "Bloo
Henchman:
Henchman
Type: Monster
Traits: Human Pirate
To Defeat: Combat 8
If the check to defeat has the Slashing or Swashbuckling trait, add 1d4 to it_ If defeated, you may immediately attempt to close this location_
Henchman
Type: Monster
Traits: Human Pirate
To Defeat: Combat 8
If the check to defeat has the Finesse or Swashbuckling trait, add 1d4 to it_ If defeated, you may immediately attempt to close the location this henchman came from_
Henchman
Type: Monster
Traits: Half-Orc Pirate
To Defeat: Combat 8
If the check to defeat has the Piercing or Swashbuckling trait, add 1d4 to it_ If defeated, you may immediately attempt to close the location this henchman came from_
Henchman
Type: Monster
Traits: Human Pirate
To Defeat: Combat 8
If the check to defeat has the Bludgeoning or Swashbuckling trait, add 1d4 to it_ If defeated, you may immediately attempt to close the location this henchman came from_
Additional Henchmen:
Henchman B
Type: Monster
Traits: Human Pirate Veteran
To Defeat: Combat 8
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any_ If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead_ If defeated, you may immediately attempt to close the location this henchman came from_
Henchman B
Type: Monster
Traits: Human Pirate Veteran
To Defeat: Combat 7
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any_ After you act, if your check to defeat did not have the Swashbuckling trait, bury 1 item or weapon of your choice from your discard pile_ If defeated, you may immediately attempt to close the location this henchman came from_
Displayed Next to Scenario: NONE
Turn: 9, Valendron/EmpTyger
Monsters
Monster 1
Traits:
Aberration
Aquatic
Basic
To Defeat:
Combat 10
If any die rolled in your check to defeat is a 2, count it as a 1_ If undefeated, after you act, the Devilfish deals 1 Poison damage to you_
Monster 1
Traits:
Animal
Basic
To Defeat:
Combat 9
A random character at your location encounters the Giant Frog_
If the check to defeat has the Electricity trait, add 1d8 to it_
Monster B
Traits:
Undead
Incorporeal
Ghost
Elite
To Defeat:
Combat 12
OR Wisdom
Divine 8
The Ghost is immune to the Mental and Poison traits_
If the check to defeat does not have the Magic trait, the Ghost is undefeated_
This spectral, horrifying figure lides silently through the air, passing through solid bjects as if they didn't exist_
Monster B
Traits:
Undead
Zombie
Basic
To Defeat:
Combat 9
The Zombie is immune to the Mental and Poison traits_
Halve the damage dealt by the Zombie (rounding up)_
If undefeated, each other character at your location summons and encounters a Zombie_
This walking corpse stumbles forward, arms outstreatched. Apparently, it has an insatiable desire to consume your flesh.
Monster B
Traits:
Hag
Aquatic
To Defeat:
Combat 11
Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait_
When you are dealt damage by the Sea Hag, you must first choose weapons to discard as your damage, if you have any_
Barriers
Barrier 1
Traits:
Task
Aquatic
Basic
To Defeat:
Strength
Constitution
Craft 7
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier_
If undefeated, display this barrier next to your location deck_ You may not move or be moved to or from this location while this barrier is next to it_ At the start of each character's turn, that character must succeed at a Strength, Constitution, or Craft 7 check to banish this card or your ship is dealt 1d4-1 Structural damage_
Barrier 1
Traits:
Task
Aquatic
Basic
To Defeat:
Strength
Constitution
Craft 7
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier_
If undefeated, display this barrier next to your location deck_ You may not move or be moved to or from this location while this barrier is next to it_ At the start of each character's turn, that character must succeed at a Strength, Constitution, or Craft 7 check to banish this card or your ship is dealt 1d4-1 Structural damage_
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Perception 9
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any_
If defeated, you may explore again_
If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it_ Banish this card and shuffle the remaining cards into the location deck_
Barrier B
Traits:
Obstacle
Magic
Mental
Veteran
To Defeat:
Intelligence
Arcane
Wisdom
Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any_
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck_
Barrier B
Traits:
Task
Pirate
To Defeat:
None
Summon and encounter a random ship, or a random monster if you are not on a ship_ If the summoned card is undefeated, leave this barrier faceup on the location deck and put the summoned card next to it_ Characters at this location encounter the summoned card as their first exploration each turn_
If the summoned card is defeated, banish it; this barrier is also defeated_
Weapons
Weapon B
Traits:
Sword
Melee
Slashing
Finesse
Swashbuckling
Basic To Acquire:
Strength
Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add 1d8_ If you aren't proficient with weapons, the difficulty of this check is increased by 4_
Weapon B
Traits:
Axe
Ranged
Slashing
Elite To Acquire:
Dexterity
Ranged 6
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally discard this card to add another 1d6_ If you aren't proficient with weapons, the difficulty of this check is increased by 4_
Weapon 1
Traits:
Knife
Ranged
Piercing
Magic To Acquire:
Dexterity
Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4_ Add another 1d8 if the bane has the Animal trait_
When playing another weapon on a combat check, you may discard this card to add 1d4, or 1d8 if the bane has the Animal trait_
Weapon B
Traits:
Sword
Melee
Slashing
Basic To Acquire:
Strength
Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6_ If you aren't proficient with weapons, the difficulty of this check is increased by 4_
Weapon B
Traits:
Mace
Melee
Piercing
Elite To Acquire:
Strength
Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4_
You may play this card as if it has the Bludgeoning trait instead of the Piercing trait_
Spells
Spell B
Traits:
Magic
Divine
Attack
Fire
Basic To Acquire:
Wisdom
Divine 6
For your combat check, discard this card to use your Divine skill + 2d4_
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it_
Spell B
Traits:
Magic
Arcane
Divine
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 4
Discard this card to decrease the difficulty to defeat a monster by 1 plus the adventure deck number of the current scenario, if any_
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it_
Spell 1
Traits:
Magic
Arcane To Acquire:
Intelligence
Arcane 6
Display this card and choose a character at your location_ While displayed, that character may bury 1 card from her hand to add 1d10 to her Strength, Melee, or Constitution check_ At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 8 check_ If you succeed, recharge this card; if you fail, banish it_
Spell B
Traits:
Magic
Arcane
Basic To Acquire:
Intelligence
Arcane 4
Discard this card to give a card to another character_
Discard this card to allow another character at your location to give you a card_
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it_
Spell 1
Traits:
Magic
Arcane
Divine
Attack
Elite To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Discard this card to add 1d8 to any Ranged combat check_
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it_
Armors
Armor B
Traits:
Light Armor
Basic To Acquire:
Constitution
Fortitude 2
When you acquire this card, you may draw a card_
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead_
Armor B
Traits:
Light Armor
Basic To Acquire:
Constitution
Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1_
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead_
Armor B
Traits:
Light Armor
Basic To Acquire:
Constitution
Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1_
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead_
Armor B
Traits:
Light Armor
Basic To Acquire:
Constitution
Fortitude 2
When you acquire this card, you may draw a card_
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead_
Armor B
Traits:
Light Armor
Magic
Swashbuckling
Elite To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Combat damage dealt to you by 1, or 3 if the check has the Swashbuckling trait_
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead_
If you are proficient with light armors, you may recharge this card when you reset your hand_
Items
Item B
Traits:
Object
Magic To Acquire:
Constitution 7
Recharge this card to roll your Constitution die instead of the normal die on a non-combat check_
Item B
Traits:
Accessory
Swashbuckling
Elite To Acquire:
Wisdom
Survival 4
Reveal this card to add the Swashbuckling trait to your check_
Item B
Traits:
Liquid
Alchemical
Basic To Acquire:
Intelligence
Craft 4
Banish this card and choose a character at your location to succeed at a Diplomacy check_
Item 1
Traits:
Tool To Acquire:
Wisdom
Survival 7
Discard this card to add 1d4 to any check attempted by a character on a ship; if the top card of the blessings discard pile is Blessing of the Gods, add 1d8 instead_ After playing this card, succeed at a Survival 7 check to recharge it instead of discarding it_
Item B
Traits:
Object
Magic To Acquire:
Intelligence 7
Recharge this card to roll your Intelligence die instead of the normal die on a non-combat check_
Allies
Ally B
Traits:
Animal
Elite To Acquire:
Wisdom
Survival 7
If you would fail a check by 4 or less, you may bury this card to ignore the result and reroll the dice_ You must take the second result_
Discard this card to explore your location_
Ally 1
Traits:
Animal
Aquatic To Acquire:
Wisdom
Survival 6
Reveal this card and discard another card to add 1d6 to your combat check or 1d10 if the monster has the Aquatic trait_
Ally B
Traits:
Human
Captain
Pirate
Basic To Acquire:
Constitution
Fortitude 4
THEN Charisma
Diplomacy 6
Reveal this card and recharge another card to add 1d6 to your non-combat Constitution or Intelligence check_
Discard this card to explore your location_ Add the Swashbuckling trait to your non-combat checks during this exploration_
Ally B
Traits:
Human
Aristocrat
Pirate To Acquire:
Dexterity
Disable 4
THEN Charisma
Diplomacy 7
Bury this card to succeed at your check to defeat a barrier that has the Task trait_
Discard this card to explore your location_ Add the Swashbuckling trait to your combat checks during this exploration_
Ally B
Traits:
Human
Pirate
Basic To Acquire:
Charisma
Diplomacy 8
Recharge this card to add 1d4 to your Ranged combat check_ If you would shuffle a weapon that has the Firearm trait into your deck on this check, put it on top of your deck instead_
Discard this card to explore your location_ Add the Swashbuckling trait to your combat checks during this exploration_
Blessings
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Blessing 1
Traits:
Divine
Besmara To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check that has the Swashbuckling trait_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Blessing B
Traits:
Divine
Milani To Acquire:
Dexterity
Wisdom 7
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any combat Dexterity check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Top of Blessing Discard Pile:
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Blessings Remaining: 21
Blessings Deck
Blessing of Gozreh
Blessing B
Traits:
Divine
Gozreh To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check to close a location_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Blessing of Besmara
Blessing 1
Traits:
Divine
Besmara To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check that has the Swashbuckling trait_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Blessing of Cayden Cailean
Blessing B
Traits:
Divine
Cayden Cailean To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any non-combat Strength or Constitution check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check_
When a spell is played during any check, discard this card to add 2 dice to that check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check to defeat a barrier_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Jemma Redclaw
Villain B
Type: Monster
Traits:
Human
Captain
Pirate
To Defeat:
Combat 11
Before you act, recharge a card, then summon and encounter the ship Shackles Pirate Ship_
If undefeated, bury the bottom 1d4 cards of your deck_
"She says she got it from some exiled Alkenstar junk-smith, but if you ask me, I don't even think that piece of junk works_" --last words of "Doubting" Jossana Bleachwart
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check to defeat a barrier_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check_
When a spell is played during any check, discard this card to add 2 dice to that check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Blessing of Achaekek
Blessing B
Traits:
Divine
Achaekek To Acquire:
Intelligence
Craft 7
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check to defeat a villain or henchman_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Tower
At This Location: At the end of your turn, you may examine the top 2 cards of the blessings deck and put them back in any order.
When Closing: Succeed at a Dexterity or Stealth 7 check.
When Permanently Closed: At the end of your turn, you may examine the top 2 cards of the blessings deck and put them back in any order.
M: 2 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Mavaro/Calthaer, None
Monster B
Traits:
Hag
Aquatic
To Defeat:
Combat 11
Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait_
When you are dealt damage by the Sea Hag, you must first choose weapons to discard as your damage, if you have any_
Henchman 1
Type: Monster
Traits:
Human
Pirate
To Defeat:
Combat 8
If the check to defeat has the Slashing or Swashbuckling trait, add 1d4 to it_
If defeated, you may immediately attempt to close this location_
Barrier B
Traits:
Cache
Basic
To Defeat:
Intelligence
Knowledge
Wisdom
Survival 6
If defeated, examine the top card of the location deck_ If it is a boon, you may add it to your hand_
If undefeated, you may banish this barrier_
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Strength
Melee
Dexterity 5
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any_
Each character at this location encounters this barrier_ Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage_ If any character defeats the barrier, it is defeated_
Monster 1
Traits:
Animal
Aquatic
Basic
To Defeat:
Combat 10
All damage from the Giant Moray Eel is Electricity damage_
If undefeated, reset your hand and end your turn_
Merchant Marina
At This Location: Add the adventure deck number of the current scenario to your checks to acquire boons and checks to defeat banes.
When Closing: Succeed at a Charisma or Diplomacy 6 check.
When Permanently Closed: On closing, each character at this location must discard a card.
M: 1 Ba: 1 W: 2 Sp: 0 Ar: 1 I: 3 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Item 1
Traits:
Accessory
Magic
Swashbuckling
Elite To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Reveal this card to add 2 and the Swashbuckling trait to your check to acquire or recharge a spell_
Bury this card to succeed at your check to acquire or recharge a spell_
Barrier 1
Traits:
Trap
Basic
To Defeat:
Dexterity
Acrobatics 9
OR Disable 6
If undefeated, this barrier deals 1d6 Ranged Combat damage to you_
Monster B
Traits:
Merfolk
Aquatic
Basic
To Defeat:
Combat 8
If undefeated, each character at this location must succeed at a Constitution or Fortitude 7 check or bury the top card of his deck_
Item B
Traits:
Object
Magic To Acquire:
Strength 7
Recharge this card to roll your Strength die instead of the normal die on a non-combat check_
Henchman 1
Type: Monster
Traits:
Human
Pirate
To Defeat:
Combat 8
If the check to defeat has the Finesse or Swashbuckling trait, add 1d4 to it_
If defeated, you may immediately attempt to close the location this henchman came from_
Weapon B
Traits:
Firearm
Ranged
Piercing
2-Handed
Elite To Acquire:
Dexterity
Ranged
Craft 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10; you may additionally bury this card to add another 1d10_ If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on 1-2, shuffle this card into your deck_
Ally B
Traits:
Human
Pirate
Basic To Acquire:
Charisma
Diplomacy 8
Recharge this card to add 1d4 to your Ranged combat check_ If you would shuffle a weapon that has the Firearm trait into your deck on this check, put it on top of your deck instead_
Discard this card to explore your location_ Add the Swashbuckling trait to your combat checks during this exploration_
Item B
Traits:
Liquid
Alchemical
Healing To Acquire:
Intelligence
Craft 5
Banish this card and choose a character at your location to shuffle 1d4 random cards from his discard pile into his deck_
Weapon B
Traits:
Club
Melee
Bludgeoning
Basic To Acquire:
Strength
Melee 6
Discard this card to evade a monster whose highest difficulty to defeat is 12 or lower_
Armor B
Traits:
Light Armor
Swashbuckling
Basic To Acquire:
Constitution
Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 1, or 3 if the check has the Swashbuckling trait_
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead_
Docks
At This Location: After you explore, you may recharge an ally to immediately explore again.
When Closing: Bury an ally.
When Permanently Closed: On closing, you may examine the top card of any location deck; if it is a boon, add it to your hand.
M: 2 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 3 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Monster B
Traits:
Animal
Basic
To Defeat:
Combat 8
OR Dexterity
Stealth 6
If undefeated, the Dire Rat deals 1 Combat damage to you; succeed at a Constitution or Fortitude 6 check or discard the top card of your deck.
This rat has glowing red eyes and is of an unusual size.
Item B
Traits:
Tool
Basic To Acquire:
Dexterity
Disable 4
Reveal this card to add 1 die to your Disable check_
Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower_ After playing this card, succeed at a Disable 8 check to recharge it instead of discarding it_
Henchman 1
Type: Monster
Traits:
Human
Pirate
To Defeat:
Combat 8
If the check to defeat has the Bludgeoning or Swashbuckling trait, add 1d4 to it_
If defeated, you may immediately attempt to close the location this henchman came from_
Ally B
Traits:
Human
Captain
Pirate
Basic To Acquire:
Constitution
Fortitude 4
THEN Charisma
Diplomacy 6
Reveal this card and recharge another card to add 1d6 to your non-combat Constitution or Intelligence check_
Discard this card to explore your location_ Add the Swashbuckling trait to your non-combat checks during this exploration_
Weapon B
Traits:
Polearm
Melee
Piercing
2-Handed
Magic To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1 and add the Cold trait_ Add another 1d4 if you are on a ship_ If you fail this check, you may discard this card to ignore the result and reroll the dice_ You must take the second result_
Barrier 1
Traits:
Task
Elite
To Defeat:
Intelligence
Craft 7
Before you act, succeed at a Strength 6 check or the difficulty of checks to defeat this barrier is increased by 3_
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier_
If undefeated, leave this barrier faceup on the location deck_ Characters at this location encounter this barrier as their first exploration each turn_
Item P
Traits:
Tool
Alchemical To Acquire:
Dexterity
Disable
Craft 6
Reveal this card to add 1 die to your Disable check_
Bury this card to defeat a barrier; you are dealt 2d4 Fire damage_
"Found a prize that's locked up tight?
Goblin lockpick makes it right!
Found a door that's vexing you?
Goblin lockpick lets you through!" - Mogmurch Goblin alchemist
Armor B
Traits:
Light Armor
Magic
Elite To Acquire:
Constitution
Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1_
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead_
If you are proficient with light armors, you may recharge this card when you reset your hand_
Monster B
Traits:
Animal
Aquatic
Swarm
Basic
To Defeat:
Combat 8
Each character at your location must summon and encounter the Crab Swarm_ If any character would defeat the Crab Swarm, reroll the dice; that character must take the second result_ The Crab Swarm is defeated or undefeated based solely on the result of your second die roll_
Item B
Traits:
Object
Aquatic
Basic To Acquire:
Wisdom
Perception 5
Reveal this card to add 1d6 to your Perception check_
Discard this card to examine the top card of another location deck_ After playing this card, succeed at a Perception 7 check to recharge it instead of discarding it_
At This Location: If your check has the Swashbuckling trait, add 1d4 to it.
When Closing: Summon and defeat the henchman Buccaneer.
When Permanently Closed: On closing, succeed at a Charisma or Diplomacy 8 check to draw 2 random allies from the box; choose 1 to add to your hand and return the other.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Valendron/EmpTyger, None
Villain 1
Type: Monster
Traits:
Human
Pirate
To Defeat:
Combat 12
Before you act, succeed at a Constitution or Fortitude 7 check or Master Scourge is evaded_
After you act, Master Scourge deals 1 Poison damage to you_
"On your feet, ye filthy swabs! Get up on deck before Cap'n Harrigan flays your flesh into sausage skins and has Fishguts fry ye up for breakfast!" --Master Scourge, to his new "recruits"
Item B
Traits:
Tool
Alchemical
Basic To Acquire:
Ranged
Intelligence
Craft 6
Discard this card to search your deck for a weapon that has the Firearm trait_ Add it to your hand and shuffle your deck_ After playing this card, succeed at a Craft 8 check to recharge it instead of discarding it_
Alehouse
At This Location: When you acquire an ally, you may recharge it and draw a card.
When Closing: Summon and defeat the henchman Ruffian.
When Permanently Closed: On closing, you may recharge an ally from your discard pile.
M: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 0 ?: 0
Located/Displayed Here: Lini/Elinnea, Celeste/elcoderdude, None
Ally B
Traits:
Elf
Pirate
Basic To Acquire:
Charisma
Diplomacy 6
Discard this card to add 1d8 to your Craft check_
Discard this card to explore your location_ Add the Swashbuckling trait to your combat checks during this exploration_
Ally 1
Traits:
Dragon
Aquatic
Elite To Acquire:
Arcane
Divine
Charisma
Diplomacy 6
Recharge this card to add 2 and the Fire trait to any combat or Perception check_ Then roll 1d12_ On a 1, banish this card and each character at your location is dealt 1 Fire damage_
If you do not evade this card and fail the check to acquire it, each character at your location is dealt 1 Fire damage_
Barrier 1
Traits:
Trap
Aquatic
To Defeat:
Dexterity
Disable 7
If undefeated, display this card next to your deck; you may not move or be moved while this barrier is next to your deck_ While displayed, you may not move or be moved; at the start of each of your turns, succeed at a Dexterity, Acrobatics, or Strength 9 check to banish this card; at the end of each of your turns, bury the top card of your deck_
Monster B
Traits:
Animal
Elite
To Defeat:
Combat 11
If the check to defeat has the Cold trait, add 1d6 to it_
If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of the location deck, if it came from one_
Unless you make it angry, a constrictor snake will leave you alone_ Don't make it angry_
Harbor
At This Location: When you acquire a boon, any 1 character may move to another location.
When Closing: Choose an open location deck. Shuffle a boon from your hand into that deck.
When Permanently Closed: On closing, you may give a card to a character at another location.
M: 1 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Weapon B
Traits:
Sword
Melee
Slashing
Basic To Acquire:
Strength
Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6_ If you aren't proficient with weapons, the difficulty of this check is increased by 4_
Weapon B
Traits:
Firearm
Ranged
Piercing
Swashbuckling
Magic
Elite To Acquire:
Dexterity
Ranged
Craft 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally bury this card to add another 1d10_ If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck_
Item B
Traits:
Tool To Acquire:
Wisdom
Survival 8
Display this card next to your character_ When you would shuffle a non-villain monster into your location, you may place it on top of that location instead_ At the start of each turn, roll 1d6; on a 1, bury this card_ If you move, discard this card_
Monster 1
Traits:
Animal
Basic
To Defeat:
Combat 9
A random character at your location encounters the Giant Frog_
If the check to defeat has the Electricity trait, add 1d8 to it_
Ally 1
Traits:
Half-Orc
Fighter
Pirate To Acquire:
Constitution
Fortitude 5
OR Charisma
Diplomacy 7
Recharge this card to add 1d6 and the Swashbuckling trait to your check to acquire a weapon, an armor, or an item_
Discard this card to explore your location_ Add the Swashbuckling trait to your combat checks during this exploration_
Villain 1
Type: Monster
Traits:
Human
Pirate
To Defeat:
Combat 14
Before you act, succeed at a Wisdom or Survival 8 check or Mister Plugg is evaded_
After you act, bury a card_
"Stealing from the ship's stores, are we? I'll have discipline on this ship if I have to toss every last one of ye overboard! Perhaps a keelhaulin' will be more to your liking_ We'll throw whatever's left of ye to the sharks!" --Mister Plugg, at the "Bloo
Item B
Traits:
Object
Alchemical To Acquire:
Intelligence
Craft 6
When you would banish an item that has the Alchemical or Liquid trait for its power, reveal this card to bury that item instead of banishing it_
Discard this card to search your deck for an item that has the Liquid trait, then add it to your hand and shuffle your deck_ After playing this card, succeed at a Craft 9 check to recharge it instead of discarding it_
Barrier B
Traits:
Task
Veteran
To Defeat:
Wisdom
Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any_
If defeated, you may look at the top card of the barrier's location deck; if it is a monster, you may immediately encounter it_
If undefeated, your ship is dealt 1 Structural damage_ Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn_
Armor B
Traits:
Shield
Magic
Elite To Acquire:
Constitution
Fortitude 6
Recharge this card to reduce Combat damage dealt to you by 2_ If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check_
Armor B
Traits:
Shield
Magic
Elite To Acquire:
Constitution
Fortitude 6
Recharge this card to reduce Combat damage dealt to you by 2_ If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check_
Box Runner Nalshene |
Just thought I should post an update, even though we're right in the middle of Valendron's turn. Also, I forgot your starting plunder. plunder die: 1d6 ⇒ 4 Item
Valendron-EmpTyger |
(Resuming turn)
Using Mavaro’s Blessing of Cayden Cailean
Constitution 7: 3d4 ⇒ (4, 4, 4) = 12
Valendron sat down opposite the Merchantman’s officer. “What was that?” asked the elf. The festhall grew quiet. Scourge slammed down a cup of grog. “You a pirate? Show me.”
Displaying Frostbite. Using Celeste’s Blessing of the Ancients, which recharges
Combat 12: 2d10 + 3 + 1d6 ⇒ (10, 7) + 3 + (2) = 22
Frostbite prevents 1 Poison damage
Arcane 7: 1d10 + 3 ⇒ (6) + 3 = 9
Frostbite is recharged. Master Scourge is displayed. Festhall is closed. Recharging Crown of Charisma. Drawing Random Allies 1, 2. Keeping Coral Capuchin, returning Parrot to box.
Scourge snorted. “Mayhaps you can hold your liquor. But you’re still no Jemma Redclaw.”
Valendron stared down the pirate. The festhall grew unnaturally icy, matching the sorcerer’s voice. “No, Scourge. I’m better.” The shipmaster shivered, and then fled, even leaving behind his parrot and and a strange monkeylike creature. Valendron let the capuchin climb onto his shoulder, and smiled. Let him run. Let Jemma be consumed with fear. All the better to raise their infamy.
Ending turn. Resetting hand
Hand: Allying Dart +1, Codex, Coral Capuchin, Blessing of Iomedae, Blessing of the Gods 1, Mirror Image,
Displayed:
Deck: 8 Discard: 3 Buried: 0
Notes:
Ask before using: Blessing of the Gods; Blessing of Iomedae (+1 die/+2 dice if noncombat CHA)
Can use without asking: Blessing if would recharge; Blessing if Mavaro or Celeste; Allying Dart +1 (+1d4+1 to combat at my location)
Strength d6 [] +1 [] +2
Dexterity d8 [] +1 [] +2 [] +3
-- Stealth: Dexterity +2
Constitution d4 [] +1
Intelligence d6 [] +1 [] +2
Wisdom d8 [] +1 [] +2 [] +3
Charisma d10 [X] +1 [] +2 [] +3 [] +4
-- Arcane: Charisma +2
Powers:
Favored Card: Spell
Hand Size 5 [X] 6
Proficient with: [] Light Armors
For your combat check, you may discard a card to use your Arcane skill + 1d6 ([] +1) and add the Attack, Electricity, and Magic traits. This counts as playing a spell.
You may recharge a spell to move at the end of your turn ([] or to reduce Combat damage dealt to you by 2).
Celeste - Robert |
Elinnea -thanks. EmpTyger - happy to help.
<out of turn hsnd update>
Hand: Life Drain, Sage’s Journal, Thieves Tools, Detect Magic, Augury
Displayed:
Deck: 12 Discard: 2 Buried: 0
Notes:
Strength d4 [ ] +1
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [x ] +1 [ ] +2 [ ] +3
- Knowledge: Intelligence +2
- Survival: Intelligence+3
Wisdom d6 [ ] +1 [ ] +2
Charisma d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
- Arcane: Charisma +2
Favored Card: Spell
Hand Size: 6 [ ] 7
Proficient With:
POWERS:
You may discard a card to add 1d8 ([ ] plus the card's adventure deck number) and the Melee and Poison traits to your combat check.
You automatically succeed at your check to recharge a spell that has the Arcane trait. ([x ]You may shuffle it into your deck instead)
At the end ([ ] or start) of your turn, you may recharge a card to examine the top card of another location deck.
Box Runner Nalshene |
During This Adventure:
During This Scenario: When you would add villains and henchmen to location decks, set Jemma Redclaw aside. Make a stack of Master Scourge, Mister Plugg, and 2 fewer henchmen than you have locations. Shuffle this stack and put a card on top of each location deck, then shuffle each location deck.
To create the blessings deck, shuffle together 10 random blessings from the box to make a stack, put Jemma Redclaw on top of that stack, then shuffle 19 more blessings together and add them to the top of the stack.
When you would defeat Master Scourge or Mister Plugg, display him next to this sheet. If he would escape, shuffle him into the location deck he came from instead.
During this scenario, the difficulty to defeat Jemma Redclaw is increased by 10. For each villain displayed next to this sheet, the difficulty to defeat Jemma Redclaw is reduced by 5.
When you would discard Jemma Redclaw from the blessings deck, display her next to your character card and encounter her. If Jemma Redclaw is undefeated, discard a card from the blessings deck then return her facedown to the top of the blessings deck.
To win the scenario, defeat Jemma Redclaw.
Additional Rules: The Adventure Deck number is 1.
1-Weapon
2-Spell
3-Armor
4-Item
5-Ally
6-Your choice of above
Ship:
Ship B
Traits: Class 0
To Defeat: Wisdom/Survival 5
OR
Perception 7
When Encountering: If defeated, when you stash a plunder card, roll on the Plunder Table twice and choose 1 of the results.
When Commanding: When you would roll for plunder, you may discard a card from the blessings deck to choose the type of plunder card instead.
BACK:
To Repair: Craft 6
When Commanding: If you fail to defeat a bane that has the Pirate trait, bury a card.
Villain:
Villain
Type: Monster
Traits: Human Captain Pirate
To Defeat: Combat 11
Before you act, recharge a card, then summon and encounter the ship Shackles Pirate Ship_ If undefeated, bury the bottom 1d4 cards of your deck_
"She says she got it from some exiled Alkenstar junk-smith, but if you ask me, I don't even think that piece of junk works_" --last words of "Doubting" Jossana Bleachwart
Villain
Type: Monster
Traits: Human Pirate
To Defeat: Combat 12
Before you act, succeed at a Constitution or Fortitude 7 check or Master Scourge is evaded_ After you act, Master Scourge deals 1 Poison damage to you_
"On your feet, ye filthy swabs! Get up on deck before Cap'n Harrigan flays your flesh into sausage skins and has Fishguts fry ye up for breakfast!" --Master Scourge, to his new "recruits"
Villain
Type: Monster
Traits: Human Pirate
To Defeat: Combat 14
Before you act, succeed at a Wisdom or Survival 8 check or Mister Plugg is evaded_ After you act, bury a card_
"Stealing from the ship's stores, are we? I'll have discipline on this ship if I have to toss every last one of ye overboard! Perhaps a keelhaulin' will be more to your liking_ We'll throw whatever's left of ye to the sharks!" --Mister Plugg, at the "Bloo
Henchman:
Henchman
Type: Monster
Traits: Human Pirate
To Defeat: Combat 8
If the check to defeat has the Slashing or Swashbuckling trait, add 1d4 to it_ If defeated, you may immediately attempt to close this location_
Henchman
Type: Monster
Traits: Human Pirate
To Defeat: Combat 8
If the check to defeat has the Finesse or Swashbuckling trait, add 1d4 to it_ If defeated, you may immediately attempt to close the location this henchman came from_
Henchman
Type: Monster
Traits: Half-Orc Pirate
To Defeat: Combat 8
If the check to defeat has the Piercing or Swashbuckling trait, add 1d4 to it_ If defeated, you may immediately attempt to close the location this henchman came from_
Henchman
Type: Monster
Traits: Human Pirate
To Defeat: Combat 8
If the check to defeat has the Bludgeoning or Swashbuckling trait, add 1d4 to it_ If defeated, you may immediately attempt to close the location this henchman came from_
Additional Henchmen:
Henchman B
Type: Monster
Traits: Human Pirate Veteran
To Defeat: Combat 8
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any_ If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead_ If defeated, you may immediately attempt to close the location this henchman came from_
Henchman B
Type: Monster
Traits: Human Pirate Veteran
To Defeat: Combat 7
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any_ After you act, if your check to defeat did not have the Swashbuckling trait, bury 1 item or weapon of your choice from your discard pile_ If defeated, you may immediately attempt to close the location this henchman came from_
Displayed Next to Scenario: Master Scourge
Turn: 10, Mavaro/Calthaer
Monsters
Monster 1
Traits:
Animal
Basic
To Defeat:
Combat 9
If undefeated, display this card next to your deck_ While displayed, at the start of each of your turns, succeed at a Constitution or Fortitude 7 check to banish this card_ At the end of each of your turns, bury the top card of your deck_ Banish this card at the end of the scenario_
Monster B
Traits:
Animal
Swarm
Elite
To Defeat:
Combat 8
If you do not defeat the Rat Swarm by at least 4, shuffle it into the deck it came from; the Rat Swarm still counts as defeated_
They seem kind of cute in ones or twos_ A swarm of rats is significantly less cute_
Monster 1
Traits:
Animal
Aquatic
To Defeat:
Combat 13
If the Giant Rock Crab would be defeated, reroll the dice_ The Giant Rock Crab is defeated or undefeated based solely on the result of the second die roll_
If the check to defeat includes the Ranged trait, after you act, the Giant Rock Crab deals 1 Combat damage to you_
Monster B
Traits:
Lycanthrope
Pirate
Elite
To Defeat:
Combat 13
Before you act, if the top card of the blessings discard pile is the Blessing of the Gods, the difficulty of the check to defeat the Blood Moon Pirate is increased by 3_
If the check to defeat has the Swashbuckling trait, after you act, discard the top card of the blessings deck_
Monster B
Traits:
Animal
Elite
To Defeat:
Combat 11
If the check to defeat has the Cold trait, add 1d6 to it_
If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of the location deck, if it came from one_
Unless you make it angry, a constrictor snake will leave you alone_ Don't make it angry_
Barriers
Barrier B
Traits:
Cache
Task
Veteran
To Defeat:
Intelligence
Knowledge 7
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any_
Each character may attempt at a check to defeat this barrier_ Each character may recharge any number of allies; for each ally recharged, add 1d4 to that character's check_ Each character that succeeds may add a random item from the box to her hand_ If any character succeeds at the check, the barrier is defeated; otherwise, it's undefeated_
Barrier B
Traits:
Task
Pirate
To Defeat:
None
Summon and encounter a random ship, or a random monster if you are not on a ship_ If the summoned card is undefeated, leave this barrier faceup on the location deck and put the summoned card next to it_ Characters at this location encounter the summoned card as their first exploration each turn_
If the summoned card is defeated, banish it; this barrier is also defeated_
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Perception 9
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any_
If defeated, you may explore again_
If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it_ Banish this card and shuffle the remaining cards into the location deck_
Barrier 1
Traits:
Task
Aquatic
Basic
To Defeat:
Strength
Constitution
Craft 7
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier_
If undefeated, display this barrier next to your location deck_ You may not move or be moved to or from this location while this barrier is next to it_ At the start of each character's turn, that character must succeed at a Strength, Constitution, or Craft 7 check to banish this card or your ship is dealt 1d4-1 Structural damage_
Barrier B
Traits:
Cache
Lock
Trap
Basic
To Defeat:
Dexterity
Disable 9
OR Strength
Melee 11
If defeated, add 1 random armor from the box to your hand_
If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier_
Weapons
Weapon B
Traits:
Spear
Ranged
Piercing
2-Handed
Swashbuckling
Elite To Acquire:
Dexterity
Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6_ Add another 1d8 if the bane has the Aquatic trait_ If you fail a check to defeat a non-villain monster, and you are proficient with weapons, you may put the monster on top of the location deck, if it came from one_
Weapon P
Traits:
Club
Melee
Bludgeoning
Poison
Swashbuckling To Acquire:
Strength
Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 2d10. If you would succeed at the check, reroll the dice. You must take the lower result.
"Scurvy dogs done ate my leg,
So I got this fancy peg.
Pounded nails all through and through,
Goblin kick now poisons you!" -Ranzak, goblin Pirate
Weapon B
Traits:
Whip
Melee
Slashing
Finesse
Swashbuckling
Elite To Acquire:
Strength
Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 3d4_ If you fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane_
Weapon B
Traits:
Bow
Ranged
Piercing
2-Handed
Basic To Acquire:
Dexterity
Ranged 3
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6_
If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location_
Weapon B
Traits:
Mace
Melee
Piercing
Elite To Acquire:
Strength
Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4_
You may play this card as if it has the Bludgeoning trait instead of the Piercing trait_
Spells
Spell B
Traits:
Magic
Divine
Attack
Basic To Acquire:
Wisdom
Divine 6
For your combat check, discard this card to use your Divine skill + 1d6_
After playing this card, if you do not have the Divine skill, banish this card; otherwise, you may succeed at a Divine 6 check to recharge this card instead of discarding it_
Spell B
Traits:
Magic
Arcane
Divine
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 4
Discard this card to decrease the difficulty to defeat a monster by 1 plus the adventure deck number of the current scenario, if any_
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it_
Spell B
Traits:
Magic
Divine
Healing
Basic To Acquire:
Wisdom
Divine 6
Reveal this card and choose a character at your location_ Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card_
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it_
Spell B
Traits:
Magic
Arcane
Attack
Force
Basic To Acquire:
Intelligence
Arcane 4
For your combat check, discard this card to use your Arcane skill + 2d4_
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it_
Spell 1
Traits:
Magic
Arcane To Acquire:
Intelligence
Arcane 6
Display this card and choose a character at your location_ While displayed, that character may bury 1 card from her hand to add 1d10 to her Strength, Melee, or Constitution check_ At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 8 check_ If you succeed, recharge this card; if you fail, banish it_
Armors
Armor B
Traits:
Light Armor
Magic
Swashbuckling
Elite To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Combat damage dealt to you by 1, or 3 if the check has the Swashbuckling trait_
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead_
If you are proficient with light armors, you may recharge this card when you reset your hand_
Armor B
Traits:
Light Armor
Magic
Elite To Acquire:
Constitution
Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1_
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead_
If you are proficient with light armors, you may recharge this card when you reset your hand_
Armor B
Traits:
Light Armor
Basic To Acquire:
Constitution
Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1_
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead_
Armor B
Traits:
Shield
Basic To Acquire:
Constitution
Fortitude 3
Recharge this card to reduce Combat damage dealt to you by 1_ If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check_
Armor 1
Traits:
Light Armor
Magic
Swashbuckling
Elite To Acquire:
Constitution
Fortitude 3
Recharge this card to reduce Combat damage dealt to you by 1, or 2 if the check has the Swashbuckling trait_
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead_
If you are proficient with light armors, you may recharge this card when you reset your hand_
Items
Item B
Traits:
Object
Basic To Acquire:
Dexterity 4
Banish this card to evade a monster whose highest difficulty to defeat is 14 or lower_
Banish this card to defeat a monster whose highest difficulty to defeat is 9 or lower_
Item B
Traits:
Book To Acquire:
Wisdom
Survival 7
At the end of a turn, recharge this card to move_ Movement restrictions still apply_
Item B
Traits:
Liquid
Alchemical
Basic To Acquire:
Intelligence
Craft 4
Banish this card and choose a character at your location to succeed at a Fortitude check_
Item 1
Traits:
Liquid
Alchemical To Acquire:
Intelligence
Craft 7
Display this card and choose a character at your location_ While displayed, add 1d6 to that character's checks_ Banish this card at the end of your turn_
Item B
Traits:
Object To Acquire:
Wisdom
Perception 4
Reveal this card to add 1d6 to your Perception check_
Discard this card to examine the top 2 cards of your location deck and put them back in any order_
Allies
Ally B
Traits:
Animal
Elite To Acquire:
Wisdom
Survival 7
If you would fail a check by 4 or less, you may bury this card to ignore the result and reroll the dice_ You must take the second result_
Discard this card to explore your location_
Ally B
Traits:
Tengu
Assassin
Basic To Acquire:
Charisma
Diplomacy 8
Discard this card to explore your location_ Add 1 to your combat checks during this exploration_
If you would fail a combat check by 1, you may bury this card to succeed_
Ally B
Traits:
Human
Veteran To Acquire:
Charisma
Diplomacy 7
Recharge this card to add the adventure deck number of the current scenario to your check (minimum 1)_
Discard this card to explore your location_
Ally B
Traits:
Human
Pirate
Basic To Acquire:
Charisma
Diplomacy 6
Discard this card to add 1d4 to your check when you are on a ship_
Discard this card to explore your location_ Add the Swashbuckling trait to your non-combat checks during this exploration_
Ally 1
Traits:
Halfling
Fighter
Pirate To Acquire:
Charisma
Diplomacy 6
Recharge this card to add 1d4 and the Swashbuckling trait to your combat or Dexterity check_
Discard this card to explore your location_ Add the Swashbuckling trait to your combat checks during this exploration_
Blessings
Blessing B
Traits:
Divine
Achaekek To Acquire:
Intelligence
Craft 7
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check to defeat a villain or henchman_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any combat Strength check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any combat Dexterity check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any combat Dexterity check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Top of Blessing Discard Pile:
Blessing B
Traits:
Divine
Gozreh To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check to close a location_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Blessings Remaining: 20
Blessings Deck
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Blessing of Besmara
Blessing 1
Traits:
Divine
Besmara To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check that has the Swashbuckling trait_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Blessing of Cayden Cailean
Blessing B
Traits:
Divine
Cayden Cailean To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any non-combat Strength or Constitution check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check_
When a spell is played during any check, discard this card to add 2 dice to that check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check to defeat a barrier_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Jemma Redclaw
Villain B
Type: Monster
Traits:
Human
Captain
Pirate
To Defeat:
Combat 11
Before you act, recharge a card, then summon and encounter the ship Shackles Pirate Ship_
If undefeated, bury the bottom 1d4 cards of your deck_
"She says she got it from some exiled Alkenstar junk-smith, but if you ask me, I don't even think that piece of junk works_" --last words of "Doubting" Jossana Bleachwart
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check to defeat a barrier_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check_
When a spell is played during any check, discard this card to add 2 dice to that check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Blessing of Achaekek
Blessing B
Traits:
Divine
Achaekek To Acquire:
Intelligence
Craft 7
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check to defeat a villain or henchman_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Tower
At This Location: At the end of your turn, you may examine the top 2 cards of the blessings deck and put them back in any order.
When Closing: Succeed at a Dexterity or Stealth 7 check.
When Permanently Closed: At the end of your turn, you may examine the top 2 cards of the blessings deck and put them back in any order.
M: 2 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Mavaro/Calthaer, None
Monster B
Traits:
Hag
Aquatic
To Defeat:
Combat 11
Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait_
When you are dealt damage by the Sea Hag, you must first choose weapons to discard as your damage, if you have any_
Henchman 1
Type: Monster
Traits:
Human
Pirate
To Defeat:
Combat 8
If the check to defeat has the Slashing or Swashbuckling trait, add 1d4 to it_
If defeated, you may immediately attempt to close this location_
Barrier B
Traits:
Cache
Basic
To Defeat:
Intelligence
Knowledge
Wisdom
Survival 6
If defeated, examine the top card of the location deck_ If it is a boon, you may add it to your hand_
If undefeated, you may banish this barrier_
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Strength
Melee
Dexterity 5
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any_
Each character at this location encounters this barrier_ Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage_ If any character defeats the barrier, it is defeated_
Monster 1
Traits:
Animal
Aquatic
Basic
To Defeat:
Combat 10
All damage from the Giant Moray Eel is Electricity damage_
If undefeated, reset your hand and end your turn_
Merchant Marina
At This Location: Add the adventure deck number of the current scenario to your checks to acquire boons and checks to defeat banes.
When Closing: Succeed at a Charisma or Diplomacy 6 check.
When Permanently Closed: On closing, each character at this location must discard a card.
M: 1 Ba: 1 W: 2 Sp: 0 Ar: 1 I: 3 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Item 1
Traits:
Accessory
Magic
Swashbuckling
Elite To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Reveal this card to add 2 and the Swashbuckling trait to your check to acquire or recharge a spell_
Bury this card to succeed at your check to acquire or recharge a spell_
Barrier 1
Traits:
Trap
Basic
To Defeat:
Dexterity
Acrobatics 9
OR Disable 6
If undefeated, this barrier deals 1d6 Ranged Combat damage to you_
Monster B
Traits:
Merfolk
Aquatic
Basic
To Defeat:
Combat 8
If undefeated, each character at this location must succeed at a Constitution or Fortitude 7 check or bury the top card of his deck_
Item B
Traits:
Object
Magic To Acquire:
Strength 7
Recharge this card to roll your Strength die instead of the normal die on a non-combat check_
Henchman 1
Type: Monster
Traits:
Human
Pirate
To Defeat:
Combat 8
If the check to defeat has the Finesse or Swashbuckling trait, add 1d4 to it_
If defeated, you may immediately attempt to close the location this henchman came from_
Weapon B
Traits:
Firearm
Ranged
Piercing
2-Handed
Elite To Acquire:
Dexterity
Ranged
Craft 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10; you may additionally bury this card to add another 1d10_ If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on 1-2, shuffle this card into your deck_
Ally B
Traits:
Human
Pirate
Basic To Acquire:
Charisma
Diplomacy 8
Recharge this card to add 1d4 to your Ranged combat check_ If you would shuffle a weapon that has the Firearm trait into your deck on this check, put it on top of your deck instead_
Discard this card to explore your location_ Add the Swashbuckling trait to your combat checks during this exploration_
Item B
Traits:
Liquid
Alchemical
Healing To Acquire:
Intelligence
Craft 5
Banish this card and choose a character at your location to shuffle 1d4 random cards from his discard pile into his deck_
Weapon B
Traits:
Club
Melee
Bludgeoning
Basic To Acquire:
Strength
Melee 6
Discard this card to evade a monster whose highest difficulty to defeat is 12 or lower_
Armor B
Traits:
Light Armor
Swashbuckling
Basic To Acquire:
Constitution
Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 1, or 3 if the check has the Swashbuckling trait_
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead_
Docks
At This Location: After you explore, you may recharge an ally to immediately explore again.
When Closing: Bury an ally.
When Permanently Closed: On closing, you may examine the top card of any location deck; if it is a boon, add it to your hand.
M: 2 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 3 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Monster B
Traits:
Animal
Basic
To Defeat:
Combat 8
OR Dexterity
Stealth 6
If undefeated, the Dire Rat deals 1 Combat damage to you; succeed at a Constitution or Fortitude 6 check or discard the top card of your deck.
This rat has glowing red eyes and is of an unusual size.
Item B
Traits:
Tool
Basic To Acquire:
Dexterity
Disable 4
Reveal this card to add 1 die to your Disable check_
Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower_ After playing this card, succeed at a Disable 8 check to recharge it instead of discarding it_
Henchman 1
Type: Monster
Traits:
Human
Pirate
To Defeat:
Combat 8
If the check to defeat has the Bludgeoning or Swashbuckling trait, add 1d4 to it_
If defeated, you may immediately attempt to close the location this henchman came from_
Ally B
Traits:
Human
Captain
Pirate
Basic To Acquire:
Constitution
Fortitude 4
THEN Charisma
Diplomacy 6
Reveal this card and recharge another card to add 1d6 to your non-combat Constitution or Intelligence check_
Discard this card to explore your location_ Add the Swashbuckling trait to your non-combat checks during this exploration_
Weapon B
Traits:
Polearm
Melee
Piercing
2-Handed
Magic To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1 and add the Cold trait_ Add another 1d4 if you are on a ship_ If you fail this check, you may discard this card to ignore the result and reroll the dice_ You must take the second result_
Barrier 1
Traits:
Task
Elite
To Defeat:
Intelligence
Craft 7
Before you act, succeed at a Strength 6 check or the difficulty of checks to defeat this barrier is increased by 3_
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier_
If undefeated, leave this barrier faceup on the location deck_ Characters at this location encounter this barrier as their first exploration each turn_
Item P
Traits:
Tool
Alchemical To Acquire:
Dexterity
Disable
Craft 6
Reveal this card to add 1 die to your Disable check_
Bury this card to defeat a barrier; you are dealt 2d4 Fire damage_
"Found a prize that's locked up tight?
Goblin lockpick makes it right!
Found a door that's vexing you?
Goblin lockpick lets you through!" - Mogmurch Goblin alchemist
Armor B
Traits:
Light Armor
Magic
Elite To Acquire:
Constitution
Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1_
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead_
If you are proficient with light armors, you may recharge this card when you reset your hand_
Monster B
Traits:
Animal
Aquatic
Swarm
Basic
To Defeat:
Combat 8
Each character at your location must summon and encounter the Crab Swarm_ If any character would defeat the Crab Swarm, reroll the dice; that character must take the second result_ The Crab Swarm is defeated or undefeated based solely on the result of your second die roll_
Item B
Traits:
Object
Aquatic
Basic To Acquire:
Wisdom
Perception 5
Reveal this card to add 1d6 to your Perception check_
Discard this card to examine the top card of another location deck_ After playing this card, succeed at a Perception 7 check to recharge it instead of discarding it_
Festhall
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Valendron/EmpTyger, None
Alehouse
At This Location: When you acquire an ally, you may recharge it and draw a card.
When Closing: Summon and defeat the henchman Ruffian.
When Permanently Closed: On closing, you may recharge an ally from your discard pile.
M: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 0 ?: 0
Located/Displayed Here: Lini/Elinnea, Celeste/elcoderdude, None
Ally B
Traits:
Elf
Pirate
Basic To Acquire:
Charisma
Diplomacy 6
Discard this card to add 1d8 to your Craft check_
Discard this card to explore your location_ Add the Swashbuckling trait to your combat checks during this exploration_
Ally 1
Traits:
Dragon
Aquatic
Elite To Acquire:
Arcane
Divine
Charisma
Diplomacy 6
Recharge this card to add 2 and the Fire trait to any combat or Perception check_ Then roll 1d12_ On a 1, banish this card and each character at your location is dealt 1 Fire damage_
If you do not evade this card and fail the check to acquire it, each character at your location is dealt 1 Fire damage_
Barrier 1
Traits:
Trap
Aquatic
To Defeat:
Dexterity
Disable 7
If undefeated, display this card next to your deck; you may not move or be moved while this barrier is next to your deck_ While displayed, you may not move or be moved; at the start of each of your turns, succeed at a Dexterity, Acrobatics, or Strength 9 check to banish this card; at the end of each of your turns, bury the top card of your deck_
Monster B
Traits:
Animal
Elite
To Defeat:
Combat 11
If the check to defeat has the Cold trait, add 1d6 to it_
If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of the location deck, if it came from one_
Unless you make it angry, a constrictor snake will leave you alone_ Don't make it angry_
Harbor
At This Location: When you acquire a boon, any 1 character may move to another location.
When Closing: Choose an open location deck. Shuffle a boon from your hand into that deck.
When Permanently Closed: On closing, you may give a card to a character at another location.
M: 1 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Weapon B
Traits:
Sword
Melee
Slashing
Basic To Acquire:
Strength
Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6_ If you aren't proficient with weapons, the difficulty of this check is increased by 4_
Weapon B
Traits:
Firearm
Ranged
Piercing
Swashbuckling
Magic
Elite To Acquire:
Dexterity
Ranged
Craft 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally bury this card to add another 1d10_ If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck_
Item B
Traits:
Tool To Acquire:
Wisdom
Survival 8
Display this card next to your character_ When you would shuffle a non-villain monster into your location, you may place it on top of that location instead_ At the start of each turn, roll 1d6; on a 1, bury this card_ If you move, discard this card_
Monster 1
Traits:
Animal
Basic
To Defeat:
Combat 9
A random character at your location encounters the Giant Frog_
If the check to defeat has the Electricity trait, add 1d8 to it_
Ally 1
Traits:
Half-Orc
Fighter
Pirate To Acquire:
Constitution
Fortitude 5
OR Charisma
Diplomacy 7
Recharge this card to add 1d6 and the Swashbuckling trait to your check to acquire a weapon, an armor, or an item_
Discard this card to explore your location_ Add the Swashbuckling trait to your combat checks during this exploration_
Villain 1
Type: Monster
Traits:
Human
Pirate
To Defeat:
Combat 14
Before you act, succeed at a Wisdom or Survival 8 check or Mister Plugg is evaded_
After you act, bury a card_
"Stealing from the ship's stores, are we? I'll have discipline on this ship if I have to toss every last one of ye overboard! Perhaps a keelhaulin' will be more to your liking_ We'll throw whatever's left of ye to the sharks!" --Mister Plugg, at the "Bloo
Item B
Traits:
Object
Alchemical To Acquire:
Intelligence
Craft 6
When you would banish an item that has the Alchemical or Liquid trait for its power, reveal this card to bury that item instead of banishing it_
Discard this card to search your deck for an item that has the Liquid trait, then add it to your hand and shuffle your deck_ After playing this card, succeed at a Craft 9 check to recharge it instead of discarding it_
Barrier B
Traits:
Task
Veteran
To Defeat:
Wisdom
Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any_
If defeated, you may look at the top card of the barrier's location deck; if it is a monster, you may immediately encounter it_
If undefeated, your ship is dealt 1 Structural damage_ Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn_
Armor B
Traits:
Shield
Magic
Elite To Acquire:
Constitution
Fortitude 6
Recharge this card to reduce Combat damage dealt to you by 2_ If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check_
Armor B
Traits:
Shield
Magic
Elite To Acquire:
Constitution
Fortitude 6
Recharge this card to reduce Combat damage dealt to you by 2_ If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check_
Mavario |
Discard Blessing of Cayden Cailean. Move to Harbor. Explore.
Longsword: STR 6
Strength 6: 1d6 ⇒ 2
Use Planchette to look at top card and choose boon type: ARMOR. It is instead a Pistol +1 (weapon). Perception check to recharge:
Perception 6: 1d8 + 2 ⇒ (3) + 2 = 5
Recharge Staff of Minor Healing to heal back one of those two cards in discard...Cayden Cailean. Then...let's discard Horus to explore. I must move somewhere and then explore. Merchant Marina. Top card is Spellmaster's Tricorne, Item 1. Recharge Call Weapon to top-deck Spelldagger to get Arcane = KNO
Arcane 6: 1d8 + 2 ⇒ (7) + 2 = 9
Acquired. Then recharge the Tricorne to top-deck that Staff again. Reset hand and end turn, and recharge a card from discard...Planchette (meh; preferred blessing). Done turn. Hand is now:
Hand: Spelldagger, Vestments of Authority, Blessing of the Quartermaster 2, Compass 1, The Missing Eye,
Displayed: On Top:Pistol
Deck: 13 Discard: 1 Buried: 1 On top:1
Notes: Feel free to use Quartermaster, especially for non-combat checks.
Sideboard cards:
Dexterity d6 [ ]+1 [ ]+2
Constitution d8 [ ] +1 [ ] +2 [ ] +3
Intelligence d8 [x] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +1
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d6 [ ] +1 [ ] +2
Favored Card: Your Choice (Item)
Hand Size 6
Proficient with: Light Armors, [ ] Heavy Armors, Weapons
Powers:
Play the top card of your deck faceup. You gain all skills that could be used to acquire that card equal to your Knowledge skill. ([ ] You may also add any of that card's traits to your check)
You may discard ([x] or recharge) a card to search your deck for a card and set it aside; shuffle your deck, then put that card on top.
Lini - Elinnea |
Lini continues to press further into the Alehouse, hoping to find some like-minded companions for once, instead of people that want to attack her.
Ally B
Traits:
Elf
Pirate
Basic
To Acquire:
Charisma
Diplomacy 6
Discard this card to add 1d8 to your Craft check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Charisma 6: 1d8 ⇒ 6
Finally, an elf who speaks Lini's language! She strikes up a conversation with a charming pirate and extends an invitation to join her own crew. Companionably they head out toward the door together. Discard him to explore
Ally 1
Traits:
Dragon
Aquatic
Elite
To Acquire:
Arcane
Divine
Charisma
Diplomacy 6
Recharge this card to add 2 and the Fire trait to any combat or Perception check. Then roll 1d12. On a 1, banish this card and each character at your location is dealt 1 Fire damage.
If you do not evade this card and fail the check to acquire it, each character at your location is dealt 1 Fire damage.
Another one of these cute but ferocious guys! Lini pauses at the sight of a small dragon tied up near the exit. It looks miserable in this place, far from the water, and Lini longs to offer it better living conditions. She extends a hand of friendship.
Divine 6: 1d10 + 3 ⇒ (3) + 3 = 6
The dragon chirrups and comes to rest on her shoulder. Lini smiles and continues toward the exit.
Hand: Scythe, Tidepool Dragon, Pearl of Wisdom, Fireblade, Blessing of the Gods 1
Displayed:
Deck: 9 Discard: 5 Buried: 1
Notes: Feel free to use the Dragon to add 2 + Fire to any combat/Perception check. Blessing available if neededSkills and Powers:SKILLS
Strength d4 [ ]+1 [ ]+2 [ ]+3
Dexterity d6 [ ]+1 [ ]+2 [ ]+3
Constitution d8 [ ]+1 [ ]+2 [ ]+3
Fortitude: Constitution +2
Intelligence d6 [ ]+1
Wisdom d10 [X]+1 [ ]+2 [ ]+3 [ ]+4
Divine: Wisdom +2
Survival: Wisdom +2
Charisma d8 [ ]+1Favored Card: Ally
Hand Size: 5 [ ]6
Proficient with: [ ] Light Armors, [X] Weapons
Powers:
When you play an ally that has the Animal trait, if you would recharge, discard, or bury it for its power, you may instead shuffle it into your deck ([ ] or put it on top of your deck).
You may discard a card to use a d12 for your Strength or Dexterity die; if the check is against a card that has the Animal or Aquatic trait, recharge the card instead.
Celeste - Robert |
Celeste at Alehouse.
No point in pressing on here.
Ages ago I examined the Dire Rat on top on the Docks (in a bona fide turn, reslly). I will move there to show I really do understand Augury. Really.
Celeste moves to Docks.
Play Augury. Call monster.
Examine Docks:
Dire Rat, monster B
Thieves Tools
Maheem, henchman, monster.
Under the no- point- in- closing understanding, let’s
Put Maheem on bottom of the Docks and Dire Rat on top of that.
Then shuffle the rest of Docks.
Shuffle Augury into my deck.
Explore: ( ignore 1 and 3)
Card: 1d10 ⇒ 9
Crab Swarm.
Yep. Out of 8 cards, found the only monster.
Be a bummer to lose this, so play Life Drain and toss Detect Magic for bite.
Combat 8: 1d10 + 2d4 + 1d8 + 2 ⇒ (5) + (3, 3) + (6) + 2 = 19
Combat 8: 1d10 + 2d4 + 1d8 + 2 ⇒ (2) + (4, 1) + (5) + 2 = 14
Crab Swarm defeated.
Shuffle Blessing of Pharasma 2 and Life Drain into deck.
End turn:
Hand: Blessing of the Ancients, Sage’s Journal, Thieves Tools, Blessing of Pharasma, Scorching Ray, Life Drain
Displayed:
Deck: 11 Discard: 2 Buried: 0
Notes: Use my Ancients but not Pharasma please
Strength d4 [ ] +1
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [x ] +1 [ ] +2 [ ] +3
- Knowledge: Intelligence +2
- Survival: Intelligence+3
Wisdom d6 [ ] +1 [ ] +2
Charisma d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
- Arcane: Charisma +2
Favored Card: Spell
Hand Size: 6 [ ] 7
Proficient With:
POWERS:
You may discard a card to add 1d8 ([ ] plus the card's adventure deck number) and the Melee and Poison traits to your combat check.
You automatically succeed at your check to recharge a spell that has the Arcane trait. ([x ]You may shuffle it into your deck instead)
At the end ([ ] or start) of your turn, you may recharge a card to examine the top card of another location deck.
Valendron-EmpTyger |
Moving to Docks
Shuffled Docks: 1d10 ⇒ 3
Shuffled Docks: 1d10 ⇒ 3
Shuffled Docks: 1d10 ⇒ 2
Exploring Docks 2: Thieves' Tools
Traits:
Tool
Basic To Acquire:
Dexterity
Disable 4
Reveal this card to add 1 die to your Disable check_
Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower_ After playing this card, succeed at a Disable 8 check to recharge it instead of discarding it_
Dexterity 4: 1d8 ⇒ 2
Thieves' Tools is banished
Valendron went to the docks to see how the offloading of plunder was going. One crate was especially hard to open, but Valendron let the crew handle it.
Shuffled Docks: 1d7 + 3 ⇒ (4) + 3 = 7
Recharging Coral Capuchin to explore Docks 7: Goblin Lockpick
Item P
Traits:
Tool
Alchemical To Acquire:
Dexterity
Disable
Craft 6
Reveal this card to add 1 die to your Disable check_
Bury this card to defeat a barrier; you are dealt 2d4 Fire damage_
"Found a prize that's locked up tight?
Goblin lockpick makes it right!
Found a door that's vexing you?
Goblin lockpick lets you through!" - Mogmurch Goblin alchemist
Dexterity 6: 1d8 ⇒ 2
Goblin Lockpick is banished
A goblin dockhand ran up to the locked crate. "I gots this one!" The horrified capuchin covered its eyes with its paws. Valendron winced and looked away in time.
Ending turn. Resetting hand
Hand: Allying Dart +1, Codex, Illuminate, Blessing of Iomedae, Blessing of the Gods 1, Mirror Image,
Displayed:
Deck: 8 Discard: 3 Buried: 0
Notes:
Ask before using: Blessing of the Gods; Blessing of Iomedae (+1 die/+2 dice if noncombat CHA)
Can use without asking: Blessing if would recharge; Blessing if Mavaro or Celeste; Allying Dart +1 (+1d4+1 to combat at my location); Illuminate (+1d8 to Ranged combat)
Strength d6 [] +1 [] +2
Dexterity d8 [] +1 [] +2 [] +3
-- Stealth: Dexterity +2
Constitution d4 [] +1
Intelligence d6 [] +1 [] +2
Wisdom d8 [] +1 [] +2 [] +3
Charisma d10 [X] +1 [] +2 [] +3 [] +4
-- Arcane: Charisma +2
Powers:
Favored Card: Spell
Hand Size 5 [X] 6
Proficient with: [] Light Armors
For your combat check, you may discard a card to use your Arcane skill + 1d6 ([] +1) and add the Attack, Electricity, and Magic traits. This counts as playing a spell.
You may recharge a spell to move at the end of your turn ([] or to reduce Combat damage dealt to you by 2).
Mavario |
Explore Harbor. Anchor, Item B.
Wisdom 8: 1d8 ⇒ 4
Discard Compass to explore again. Giant Frog, combat 9.
Recharge Spelldagger to topdeck Blessing of Cayden Cailean (now have STR and DIVINE = KNO). Reveal Vestments of Authority to add +2 (card has Basic trait, and now I have Divine skill). Reveal The Missing Eye to use STR + 1d8+1.
Combat 9: 1d8 + 2 + 1d8 + 1 + 2 ⇒ (6) + 2 + (1) + 1 + 2 = 12
Reset hand; end turn.
Hand: Blessing of Cayden Cailean, Vestments of Authority, Blessing of the Quartermaster 2, Emerald of Dexterity, Call Weapon, The Missing Eye,
Displayed: On Top:Pistol
Deck: 11 Discard: 2 Buried: 1 On top:1
Notes: Feel free to use Quartermaster, especially for non-combat checks.
Sideboard cards:
Dexterity d6 [ ]+1 [ ]+2
Constitution d8 [ ] +1 [ ] +2 [ ] +3
Intelligence d8 [x] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +1
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d6 [ ] +1 [ ] +2
Favored Card: Your Choice (Item)
Hand Size 6
Proficient with: Light Armors, [ ] Heavy Armors, Weapons
Powers:
Play the top card of your deck faceup. You gain all skills that could be used to acquire that card equal to your Knowledge skill. ([ ] You may also add any of that card's traits to your check)
You may discard ([x] or recharge) a card to search your deck for a card and set it aside; shuffle your deck, then put that card on top.
Lini - Elinnea |
Having found what she came for, Lini leaves the Alehouse and heads over to the Merchant Marina to look for useful supplies.
Barrier 1
Traits:
Trap
Basic
To Defeat:
Dexterity
Acrobatics 9
OR Disable 6
If undefeated, this barrier deals 1d6 Ranged Combat damage to you.
I will recharge my Pearl of Wisdom to roll a d10 for disable, and ask that Mavaro recharge the Blessing of the Quartermaster to aid the check. I add 1 from the location's power.
Disable 6: 2d10 + 1 ⇒ (6, 3) + 1 = 10
Someone set up a trap to shoot harpoons at unwary travelers, but Lini spots it in time and dismantles the whole thing. "It would probably hit me on the way out, otherwise," she grumbles. Discard blessing to explore again
Monster B
Traits:
Merfolk
Aquatic
Basic
To Defeat:
Combat 8
If undefeated, each character at this location must succeed at a Constitution or Fortitude 7 check or bury the top card of his deck.
Use Fireblade to attack
Combat 8: 1d10 + 3 + 2d4 + 1 ⇒ (10) + 3 + (2, 2) + 1 = 18
Recharge Divine 8: 1d10 + 3 ⇒ (3) + 3 = 6 discarded
I honestly can't think of a reason why a merfolk would be at the marina, but it's dead now...
Hand: Scythe, Tidepool Dragon, Dolphin, Blessing of the Gods 2, Mastiff
Displayed:
Deck: 7 Discard: 7 Buried: 1
Notes: Feel free to use the Dragon to add 2 + Fire to any combat/Perception check. Blessing available if neededSkills and Powers:SKILLS
Strength d4 [ ]+1 [ ]+2 [ ]+3
Dexterity d6 [ ]+1 [ ]+2 [ ]+3
Constitution d8 [ ]+1 [ ]+2 [ ]+3
Fortitude: Constitution +2
Intelligence d6 [ ]+1
Wisdom d10 [X]+1 [ ]+2 [ ]+3 [ ]+4
Divine: Wisdom +2
Survival: Wisdom +2
Charisma d8 [ ]+1Favored Card: Ally
Hand Size: 5 [ ]6
Proficient with: [ ] Light Armors, [X] Weapons
Powers:
When you play an ally that has the Animal trait, if you would recharge, discard, or bury it for its power, you may instead shuffle it into your deck ([ ] or put it on top of your deck).
You may discard a card to use a d12 for your Strength or Dexterity die; if the check is against a card that has the Animal or Aquatic trait, recharge the card instead.
Celeste - Robert |
Celeste at Docks
Cards 4 5 6 8 10 remain ( above 1 and 3).
Explore:
Card: 1d5 ⇒ 3
By that I mean 3rd on rhe list I gave, so:
Card 6:
Goose In the Riggings.
Yes. I hit the only remaining bane. Sigh.
With a sensation of deja vu Celeste discards Thieves Tools to defeat this bartier.
Goose In the Rigging defeated.
Hand: Blessing of the Ancients, Sage’s Journal, Compass, Blessing of Pharasma, Scorching Ray, Life Drain
Displayed:
Deck: 10 Discard: 3 Buried: 0
Notes: Use my Ancients but not Pharasma please
Strength d4 [ ] +1
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [x ] +1 [ ] +2 [ ] +3
- Knowledge: Intelligence +2
- Survival: Intelligence+3
Wisdom d6 [ ] +1 [ ] +2
Charisma d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
- Arcane: Charisma +2
Favored Card: Spell
Hand Size: 6 [ ] 7
Proficient With:
POWERS:
You may discard a card to add 1d8 ([ ] plus the card's adventure deck number) and the Melee and Poison traits to your combat check.
You automatically succeed at your check to recharge a spell that has the Arcane trait. ([x ]You may shuffle it into your deck instead)
At the end ([ ] or start) of your turn, you may recharge a card to examine the top card of another location deck.
Box Runner Nalshene |
During This Adventure:
During This Scenario: When you would add villains and henchmen to location decks, set Jemma Redclaw aside. Make a stack of Master Scourge, Mister Plugg, and 2 fewer henchmen than you have locations. Shuffle this stack and put a card on top of each location deck, then shuffle each location deck.
To create the blessings deck, shuffle together 10 random blessings from the box to make a stack, put Jemma Redclaw on top of that stack, then shuffle 19 more blessings together and add them to the top of the stack.
When you would defeat Master Scourge or Mister Plugg, display him next to this sheet. If he would escape, shuffle him into the location deck he came from instead.
During this scenario, the difficulty to defeat Jemma Redclaw is increased by 10. For each villain displayed next to this sheet, the difficulty to defeat Jemma Redclaw is reduced by 5.
When you would discard Jemma Redclaw from the blessings deck, display her next to your character card and encounter her. If Jemma Redclaw is undefeated, discard a card from the blessings deck then return her facedown to the top of the blessings deck.
To win the scenario, defeat Jemma Redclaw.
Additional Rules: The Adventure Deck number is 1.
1-Weapon
2-Spell
3-Armor
4-Item
5-Ally
6-Your choice of above
Ship:
Ship B
Traits: Class 0
To Defeat: Wisdom/Survival 5
OR
Perception 7
When Encountering: If defeated, when you stash a plunder card, roll on the Plunder Table twice and choose 1 of the results.
When Commanding: When you would roll for plunder, you may discard a card from the blessings deck to choose the type of plunder card instead.
BACK:
To Repair: Craft 6
When Commanding: If you fail to defeat a bane that has the Pirate trait, bury a card.
Villain:
Villain
Type: Monster
Traits: Human Captain Pirate
To Defeat: Combat 11
Before you act, recharge a card, then summon and encounter the ship Shackles Pirate Ship_ If undefeated, bury the bottom 1d4 cards of your deck_
"She says she got it from some exiled Alkenstar junk-smith, but if you ask me, I don't even think that piece of junk works_" --last words of "Doubting" Jossana Bleachwart
Villain
Type: Monster
Traits: Human Pirate
To Defeat: Combat 12
Before you act, succeed at a Constitution or Fortitude 7 check or Master Scourge is evaded_ After you act, Master Scourge deals 1 Poison damage to you_
"On your feet, ye filthy swabs! Get up on deck before Cap'n Harrigan flays your flesh into sausage skins and has Fishguts fry ye up for breakfast!" --Master Scourge, to his new "recruits"
Villain
Type: Monster
Traits: Human Pirate
To Defeat: Combat 14
Before you act, succeed at a Wisdom or Survival 8 check or Mister Plugg is evaded_ After you act, bury a card_
"Stealing from the ship's stores, are we? I'll have discipline on this ship if I have to toss every last one of ye overboard! Perhaps a keelhaulin' will be more to your liking_ We'll throw whatever's left of ye to the sharks!" --Mister Plugg, at the "Bloo
Henchman:
Henchman
Type: Monster
Traits: Human Pirate
To Defeat: Combat 8
If the check to defeat has the Slashing or Swashbuckling trait, add 1d4 to it_ If defeated, you may immediately attempt to close this location_
Henchman
Type: Monster
Traits: Human Pirate
To Defeat: Combat 8
If the check to defeat has the Finesse or Swashbuckling trait, add 1d4 to it_ If defeated, you may immediately attempt to close the location this henchman came from_
Henchman
Type: Monster
Traits: Half-Orc Pirate
To Defeat: Combat 8
If the check to defeat has the Piercing or Swashbuckling trait, add 1d4 to it_ If defeated, you may immediately attempt to close the location this henchman came from_
Henchman
Type: Monster
Traits: Human Pirate
To Defeat: Combat 8
If the check to defeat has the Bludgeoning or Swashbuckling trait, add 1d4 to it_ If defeated, you may immediately attempt to close the location this henchman came from_
Additional Henchmen:
Henchman B
Type: Monster
Traits: Human Pirate Veteran
To Defeat: Combat 8
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any_ If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead_ If defeated, you may immediately attempt to close the location this henchman came from_
Henchman B
Type: Monster
Traits: Human Pirate Veteran
To Defeat: Combat 7
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any_ After you act, if your check to defeat did not have the Swashbuckling trait, bury 1 item or weapon of your choice from your discard pile_ If defeated, you may immediately attempt to close the location this henchman came from_
Displayed Next to Scenario: Master Scourge
Turn: 17, Valendron/EmpTyger
Monsters
Monster B
Traits:
Animal
Swarm
Elite
To Defeat:
Combat 8
If you do not defeat the Rat Swarm by at least 4, shuffle it into the deck it came from; the Rat Swarm still counts as defeated_
They seem kind of cute in ones or twos_ A swarm of rats is significantly less cute_
Monster B
Traits:
Lycanthrope
Pirate
Elite
To Defeat:
Combat 13
Before you act, if the top card of the blessings discard pile is the Blessing of the Gods, the difficulty of the check to defeat the Blood Moon Pirate is increased by 3_
If the check to defeat has the Swashbuckling trait, after you act, discard the top card of the blessings deck_
Monster B
Traits:
Human
Smuggler
Basic
To Defeat:
Combat 9
Before you act, display a random card from your hand_ If undefeated, discard it; if undefeated, bury it_
Monster B
Traits:
Human
Warrior
Veteran
To Defeat:
Combat 8
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any_
If the check to defeat has the Swashbuckling trait, the damage dealt by the Marine is increased by 2_
Monster B
Traits:
Undead
Skeleton
Basic
To Defeat:
Combat 8
The Skeleton is immune to the Mental and Poison traits_
If the check to defeat has the Piercing or Slashing trait, the difficulty of the check to defeat is increased by 3_
The pile of bones suddenly stirs, rising up to take on a human shape. Its long, bony fingers reach out to claw at the living.
Barriers
Barrier 1
Traits:
Obstacle
Aquatic
Veteran
To Defeat:
Intelligence
Craft 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any_
If defeated, your ship is repaired_ If undefeated, your ship is dealt 1d4 Structural damage, and you must banish 1 random plunder card_
Barrier B
Traits:
Obstacle
Aquatic
Basic
To Defeat:
Dexterity 7
If undefeated, display this card next to a random character_ At the start of each character's turn, the character next to this card must succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, that character must bury the top card of his deck_
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Perception 9
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any_
If defeated, you may explore again_
If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it_ Banish this card and shuffle the remaining cards into the location deck_
Barrier B
Traits:
Task
Pirate
To Defeat:
None
Summon and encounter a random ship, or a random monster if you are not on a ship_ If the summoned card is undefeated, leave this barrier faceup on the location deck and put the summoned card next to it_ Characters at this location encounter the summoned card as their first exploration each turn_
If the summoned card is defeated, banish it; this barrier is also defeated_
Barrier B
Traits:
Obstacle
Magic
Mental
Veteran
To Defeat:
Intelligence
Arcane
Wisdom
Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any_
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck_
Weapons
Weapon B
Traits:
Bow
Ranged
Piercing
2-Handed
Basic To Acquire:
Dexterity
Ranged 3
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6_
If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location_
Weapon B
Traits:
Sword
Melee
Piercing
Finesse
Swashbuckling
Basic To Acquire:
Strength
Melee 5
For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 1d4_ If you aren't proficient with weapons, the difficulty of this check is increased by 4_
Weapon B
Traits:
Knife
Melee
Piercing
Finesse
Offhand
Swashbuckling
Elite To Acquire:
Strength
Melee 5
If you played a weapon that has the 2-Handed trait on this check, you may not play this card_
For your combat check, reveal this card to use your Strength or Melee skill + 1d4_
Discard this card to reduce Combat damage dealt to you by 2_
Weapon B
Traits:
Bow
Ranged
Piercing
Basic To Acquire:
Dexterity
Ranged 4
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8_
If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location_
Weapon B
Traits:
Sword
Melee
Slashing
Finesse
Swashbuckling
Basic To Acquire:
Strength
Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add 1d8_ If you aren't proficient with weapons, the difficulty of this check is increased by 4_
Spells
Spell B
Traits:
Magic
Arcane
Divine
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 4
When a weapon is played on a combat check, discard this card to add 1d4 and the Magic trait to the check_
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it_
Spell 1
Traits:
Magic
Arcane
Divine
Attack
Elite To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Discard this card to add 1d8 to any Ranged combat check_
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it_
Spell B
Traits:
Magic
Divine
Healing
Basic To Acquire:
Wisdom
Divine 6
Reveal this card and choose a character at your location_ Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card_
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it_
Spell B
Traits:
Magic
Arcane
Basic To Acquire:
Intelligence
Arcane 4
Discard this card to give a card to another character_
Discard this card to allow another character at your location to give you a card_
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it_
Spell B
Traits:
Magic
Arcane
Divine
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 4
When a weapon is played on a combat check, discard this card to add 1d4 and the Magic trait to the check_
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it_
Armors
Armor B
Traits:
Light Armor
Swashbuckling
Basic To Acquire:
Constitution
Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 1, or 3 if the check has the Swashbuckling trait_
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead_
Armor B
Traits:
Light Armor
Magic
Swashbuckling
Elite To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Combat damage dealt to you by 1, or 3 if the check has the Swashbuckling trait_
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead_
If you are proficient with light armors, you may recharge this card when you reset your hand_
Armor B
Traits:
Shield
Basic To Acquire:
Constitution
Fortitude 3
Recharge this card to reduce Combat damage dealt to you by 1_ If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check_
Armor B
Traits:
Light Armor
Basic To Acquire:
Constitution
Fortitude 2
When you acquire this card, you may draw a card_
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead_
Armor 1
Traits:
Light Armor
Magic
Elite To Acquire:
Constitution
Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 1, or to add 1 to your Constitution or Fortitude check_
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead_
If you are proficient with light armors, you may recharge this card when you reset your hand_
Items
Item 1
Traits:
Tool To Acquire:
Wisdom
Survival 7
Discard this card to add 1d4 to any check attempted by a character on a ship; if the top card of the blessings discard pile is Blessing of the Gods, add 1d8 instead_ After playing this card, succeed at a Survival 7 check to recharge it instead of discarding it_
Item B
Traits:
Object
Liquid
Basic To Acquire:
Constitution
Fortitude 7
OR Craft 5
Discard this card to choose a character at your location and add 1d10 to that character's check to acquire an ally that has the Pirate trait_ After playing this card, succeed at a Survival 7 check to recharge this card instead of discarding it_
Banish this card to defeat a barrier that has the Task trait_
Item B
Traits:
Accessory
Swashbuckling
Basic To Acquire:
Charisma
Dexterity 5
Recharge this card to add 1d4 and the Swashbuckling trait to your check to acquire an ally or to defeat a bane or a ship, or 1d8 if it has the Pirate trait_
Item B
Traits:
Object
Alchemical To Acquire:
Intelligence
Craft 6
When you would banish an item that has the Alchemical or Liquid trait for its power, reveal this card to bury that item instead of banishing it_
Discard this card to search your deck for an item that has the Liquid trait, then add it to your hand and shuffle your deck_ After playing this card, succeed at a Craft 9 check to recharge it instead of discarding it_
Item B
Traits:
Object
Magic To Acquire:
Charisma 7
Recharge this card to roll your Charisma die instead of the normal die on a non-combat check_
Allies
Ally 1
Traits:
Human
Rogue
Pirate To Acquire:
Charisma
Diplomacy 6
Reveal this card to add 1d8 to your check to defeat a bane with the Aquatic trait_
Discard this card to explore your location_ Add the Swashbuckling trait to your non-combat checks during this exploration_
Ally B
Traits:
Elf
Pirate
Basic To Acquire:
Charisma
Diplomacy 6
Reveal this card to add 1d6 to any Perception check_
Recharge this card to examine the top card of your location deck_
Ally 1
Traits:
Human
Cleric
Pirate To Acquire:
Charisma
Diplomacy 5
If you fail a combat check, you may reveal this card to immediately recharge a card_
Discard this card to explore your location_ Add the Swashbuckling trait to your non-combat checks during this exploration_
Ally B
Traits:
Human
Veteran To Acquire:
Charisma
Diplomacy 7
Recharge this card to add the adventure deck number of the current scenario to your check (minimum 1)_
Discard this card to explore your location_
Ally B
Traits:
Gnome
Pirate To Acquire:
Charisma
Diplomacy 6
Discard this card to put the bottom card of your deck on top of your deck_
Discard this card to explore your location_ Add the Swashbuckling trait to your combat checks during this exploration_
Blessings
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any combat Strength check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any combat Strength check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Blessing B
Traits:
Divine
Achaekek To Acquire:
Intelligence
Craft 7
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check to defeat a villain or henchman_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any combat Strength check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Top of Blessing Discard Pile:
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check_
When a spell is played during any check, discard this card to add 2 dice to that check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Blessings Remaining: 13
Blessings Deck
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check to defeat a barrier_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Jemma Redclaw
Villain B
Type: Monster
Traits:
Human
Captain
Pirate
To Defeat:
Combat 11
Before you act, recharge a card, then summon and encounter the ship Shackles Pirate Ship_
If undefeated, bury the bottom 1d4 cards of your deck_
"She says she got it from some exiled Alkenstar junk-smith, but if you ask me, I don't even think that piece of junk works_" --last words of "Doubting" Jossana Bleachwart
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check to defeat a barrier_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check_
When a spell is played during any check, discard this card to add 2 dice to that check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Blessing of Achaekek
Blessing B
Traits:
Divine
Achaekek To Acquire:
Intelligence
Craft 7
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check to defeat a villain or henchman_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Tower
At This Location: At the end of your turn, you may examine the top 2 cards of the blessings deck and put them back in any order.
When Closing: Succeed at a Dexterity or Stealth 7 check.
When Permanently Closed: At the end of your turn, you may examine the top 2 cards of the blessings deck and put them back in any order.
M: 2 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Monster B
Traits:
Hag
Aquatic
To Defeat:
Combat 11
Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait_
When you are dealt damage by the Sea Hag, you must first choose weapons to discard as your damage, if you have any_
Henchman 1
Type: Monster
Traits:
Human
Pirate
To Defeat:
Combat 8
If the check to defeat has the Slashing or Swashbuckling trait, add 1d4 to it_
If defeated, you may immediately attempt to close this location_
Barrier B
Traits:
Cache
Basic
To Defeat:
Intelligence
Knowledge
Wisdom
Survival 6
If defeated, examine the top card of the location deck_ If it is a boon, you may add it to your hand_
If undefeated, you may banish this barrier_
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Strength
Melee
Dexterity 5
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any_
Each character at this location encounters this barrier_ Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage_ If any character defeats the barrier, it is defeated_
Monster 1
Traits:
Animal
Aquatic
Basic
To Defeat:
Combat 10
All damage from the Giant Moray Eel is Electricity damage_
If undefeated, reset your hand and end your turn_
Merchant Marina
At This Location: Add the adventure deck number of the current scenario to your checks to acquire boons and checks to defeat banes.
When Closing: Succeed at a Charisma or Diplomacy 6 check.
When Permanently Closed: On closing, each character at this location must discard a card.
M: 0 Ba: 0 W: 2 Sp: 0 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Lini/Elinnea, None
Item B
Traits:
Object
Magic To Acquire:
Strength 7
Recharge this card to roll your Strength die instead of the normal die on a non-combat check_
Henchman 1
Type: Monster
Traits:
Human
Pirate
To Defeat:
Combat 8
If the check to defeat has the Finesse or Swashbuckling trait, add 1d4 to it_
If defeated, you may immediately attempt to close the location this henchman came from_
Weapon B
Traits:
Firearm
Ranged
Piercing
2-Handed
Elite To Acquire:
Dexterity
Ranged
Craft 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10; you may additionally bury this card to add another 1d10_ If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on 1-2, shuffle this card into your deck_
Ally B
Traits:
Human
Pirate
Basic To Acquire:
Charisma
Diplomacy 8
Recharge this card to add 1d4 to your Ranged combat check_ If you would shuffle a weapon that has the Firearm trait into your deck on this check, put it on top of your deck instead_
Discard this card to explore your location_ Add the Swashbuckling trait to your combat checks during this exploration_
Item B
Traits:
Liquid
Alchemical
Healing To Acquire:
Intelligence
Craft 5
Banish this card and choose a character at your location to shuffle 1d4 random cards from his discard pile into his deck_
Weapon B
Traits:
Club
Melee
Bludgeoning
Basic To Acquire:
Strength
Melee 6
Discard this card to evade a monster whose highest difficulty to defeat is 12 or lower_
Armor B
Traits:
Light Armor
Swashbuckling
Basic To Acquire:
Constitution
Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 1, or 3 if the check has the Swashbuckling trait_
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead_
At This Location: After you explore, you may recharge an ally to immediately explore again.
When Closing: Bury an ally.
When Permanently Closed: On closing, you may examine the top card of any location deck; if it is a boon, add it to your hand.
M: 1 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Celeste/elcoderdude, Valendron/EmpTyger, None
Weapon B
Traits:
Polearm
Melee
Piercing
2-Handed
Magic To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1 and add the Cold trait_ Add another 1d4 if you are on a ship_ If you fail this check, you may discard this card to ignore the result and reroll the dice_ You must take the second result_
Item B
Traits:
Object
Aquatic
Basic To Acquire:
Wisdom
Perception 5
Reveal this card to add 1d6 to your Perception check_
Discard this card to examine the top card of another location deck_ After playing this card, succeed at a Perception 7 check to recharge it instead of discarding it_
Ally B
Traits:
Human
Captain
Pirate
Basic To Acquire:
Constitution
Fortitude 4
THEN Charisma
Diplomacy 6
Reveal this card and recharge another card to add 1d6 to your non-combat Constitution or Intelligence check_
Discard this card to explore your location_ Add the Swashbuckling trait to your non-combat checks during this exploration_
Armor B
Traits:
Light Armor
Magic
Elite To Acquire:
Constitution
Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1_
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead_
If you are proficient with light armors, you may recharge this card when you reset your hand_
Henchman 1
Type: Monster
Traits:
Human
Pirate
To Defeat:
Combat 8
If the check to defeat has the Bludgeoning or Swashbuckling trait, add 1d4 to it_
If defeated, you may immediately attempt to close the location this henchman came from_
Monster B
Traits:
Animal
Basic
To Defeat:
Combat 8
OR Dexterity
Stealth 6
If undefeated, the Dire Rat deals 1 Combat damage to you; succeed at a Constitution or Fortitude 6 check or discard the top card of your deck.
This rat has glowing red eyes and is of an unusual size.
Festhall
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Alehouse
At This Location: When you acquire an ally, you may recharge it and draw a card.
When Closing: Summon and defeat the henchman Ruffian.
When Permanently Closed: On closing, you may recharge an ally from your discard pile.
M: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Barrier 1
Traits:
Trap
Aquatic
To Defeat:
Dexterity
Disable 7
If undefeated, display this card next to your deck; you may not move or be moved while this barrier is next to your deck_ While displayed, you may not move or be moved; at the start of each of your turns, succeed at a Dexterity, Acrobatics, or Strength 9 check to banish this card; at the end of each of your turns, bury the top card of your deck_
Monster B
Traits:
Animal
Elite
To Defeat:
Combat 11
If the check to defeat has the Cold trait, add 1d6 to it_
If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of the location deck, if it came from one_
Unless you make it angry, a constrictor snake will leave you alone_ Don't make it angry_
Harbor
At This Location: When you acquire a boon, any 1 character may move to another location.
When Closing: Choose an open location deck. Shuffle a boon from your hand into that deck.
When Permanently Closed: On closing, you may give a card to a character at another location.
M: 0 Ba: 1 W: 0 Sp: 0 Ar: 2 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Mavaro/Calthaer, None
Ally 1
Traits:
Half-Orc
Fighter
Pirate To Acquire:
Constitution
Fortitude 5
OR Charisma
Diplomacy 7
Recharge this card to add 1d6 and the Swashbuckling trait to your check to acquire a weapon, an armor, or an item_
Discard this card to explore your location_ Add the Swashbuckling trait to your combat checks during this exploration_
Villain 1
Type: Monster
Traits:
Human
Pirate
To Defeat:
Combat 14
Before you act, succeed at a Wisdom or Survival 8 check or Mister Plugg is evaded_
After you act, bury a card_
"Stealing from the ship's stores, are we? I'll have discipline on this ship if I have to toss every last one of ye overboard! Perhaps a keelhaulin' will be more to your liking_ We'll throw whatever's left of ye to the sharks!" --Mister Plugg, at the "Bloo
Item B
Traits:
Object
Alchemical To Acquire:
Intelligence
Craft 6
When you would banish an item that has the Alchemical or Liquid trait for its power, reveal this card to bury that item instead of banishing it_
Discard this card to search your deck for an item that has the Liquid trait, then add it to your hand and shuffle your deck_ After playing this card, succeed at a Craft 9 check to recharge it instead of discarding it_
Barrier B
Traits:
Task
Veteran
To Defeat:
Wisdom
Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any_
If defeated, you may look at the top card of the barrier's location deck; if it is a monster, you may immediately encounter it_
If undefeated, your ship is dealt 1 Structural damage_ Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn_
Armor B
Traits:
Shield
Magic
Elite To Acquire:
Constitution
Fortitude 6
Recharge this card to reduce Combat damage dealt to you by 2_ If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check_
Armor B
Traits:
Shield
Magic
Elite To Acquire:
Constitution
Fortitude 6
Recharge this card to reduce Combat damage dealt to you by 2_ If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check_
Celeste - Robert |
Turn 20:
Celeste at Docks.
Jemma Redclaw appears.
Summons Shackles Pirate Ship.
Survival 6: 1d8 + 4 ⇒ (7) + 4 = 11
Stash a plunder:
Plunder: 1d6 ⇒ 1
Weapon.
Redclaw is 21 less 5 for one defeated villain.
Play Scorching Ray, reveal Sage’s Journal then discard same for bite. Discard Blessing of Pharasma .
Combat 16: 3d10 + 2d6 + 1d4 + 1d8 + 2 ⇒ (9, 4, 3) + (2, 4) + (4) + (5) + 2 = 33
Jemma defeated.
Finis.
Valendron-EmpTyger |
Shuffled Docks: 1d7 + 3 ⇒ (7) + 3 = 10
Exploring Docks 10: Conch Spell
Traits:
Object
Aquatic
Basic To Acquire:
Wisdom
Perception 5
Reveal this card to add 1d6 to your Perception check_
Discard this card to examine the top card of another location deck_ After playing this card, succeed at a Perception 7 check to recharge it instead of discarding it_
Wisdom 5: 1d8 ⇒ 6
Conch Shell is acquired
The tide brought in a large shell. Valendron wondered what shore he would hear when he put it to his ear.
Shuffled Docks: 1d5 + 3 ⇒ (1) + 3 = 4
Discarding Blessing of Iomedae to explore Docks 4: Captain
Traits:
Human
Captain
Pirate
Basic To Acquire:
Constitution
Fortitude 4
THEN Charisma
Diplomacy 6
Reveal this card and recharge another card to add 1d6 to your non-combat Constitution or Intelligence check_
Discard this card to explore your location_ Add the Swashbuckling trait to your non-combat checks during this exploration_
Botting Celeste for the CON check. Valendron doing the CHA check
Constitution 4: 1d6 ⇒ 6
Charisma 6: 1d10 + 1 ⇒ (9) + 1 = 10
Captain is acquired
A gruff captain approached them. “A slight elf like is the terror of the seas?” he asked. Celeste’s serpentine figure came up behind him. “I had help,” explained Valendron simply. “And we’d be welcome to any helpful folk.”
Shuffled Docks: 1d4 + 4 ⇒ (3) + 4 = 7
Shuffled Docks: 1d4 + 4 ⇒ (4) + 4 = 8
Discarding Blessing of Iomedae to explore Docks 8: Magic Leather Armor
Traits:
Light Armor
Magic
Elite To Acquire:
Constitution
Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1_
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead_
If you are proficient with light armors, you may recharge this card when you reset your hand_
Constitution 2: 1d4 ⇒ 2
Magic Leather Armor is acquired
As the captain mulled it over, Valendron slipped on some magic armor. Jemma surely would be arriving soon.
Recharging Captain to explore Docks 4: Icy Boarding Pike +1
Traits:
Polearm
Melee
Piercing
2-Handed
Magic To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1 and add the Cold trait_ Add another 1d4 if you are on a ship_ If you fail this check, you may discard this card to ignore the result and reroll the dice_ You must take the second result_
Discarding Codex
Strength 10: 2d6 ⇒ (1, 5) = 6
Icy Boarding Pike +1 is banished
The captain mentioned a magic weapon that a famed explorer had left here. They read up on the legend, but couldn’t find where the pike had wound up.
Discarding Conch Shell to examine Harbor 5: Cut-Throat Grok
Traits:
Half-Orc
Fighter
Pirate To Acquire:
Constitution
Fortitude 5
OR Charisma
Diplomacy 7
Recharge this card to add 1d6 and the Swashbuckling trait to your check to acquire a weapon, an armor, or an item_
Discard this card to explore your location_ Add the Swashbuckling trait to your combat checks during this exploration_
Valendron thought he heard a voice coming from the conch. Holding it his ear, he heard the ringing of harbor buoys and an orcish voice.
Ending turn. Resetting hand
Hand: Allying Dart +1, Surgeon, Illuminate, Magic Leather Armor, Blessing of the Gods 2, Mirror Image,
Displayed:
Deck: 7 Discard: 7 Buried: 0
Notes:
Ask before using: Blessing of the Gods
Can use without asking: Blessing if would recharge; Blessing for villain or Boon 1; Blessing if Mavaro or Celeste; Allying Dart +1 (+1d4+1 to combat at my location); Illuminate (+1d8 to Ranged combat); Surgeon (cure 1 card at my location)
Strength d6 [] +1 [] +2
Dexterity d8 [] +1 [] +2 [] +3
-- Stealth: Dexterity +2
Constitution d4 [] +1
Intelligence d6 [] +1 [] +2
Wisdom d8 [] +1 [] +2 [] +3
Charisma d10 [X] +1 [] +2 [] +3 [] +4
-- Arcane: Charisma +2
Powers:
Favored Card: Spell
Hand Size 5 [X] 6
Proficient with: [] Light Armors
For your combat check, you may discard a card to use your Arcane skill + 1d6 ([] +1) and add the Attack, Electricity, and Magic traits. This counts as playing a spell.
You may recharge a spell to move at the end of your turn ([] or to reduce Combat damage dealt to you by 2).
Mavario |
1 person marked this as a favorite. |
Back to Harbor - Cut-Throat Grok (Ally 1). Recharge Vestments of Authority to get Vestments of Authority to top of deck (to give myself CON = KNO). Now discard Blessing of Cayden Cailean to give 2 dice to a CON non-combat check.
Constitution 5 Overkill: 3d8 + 2 ⇒ (7, 8, 4) + 2 = 21
Cut-Throat Grok acquired. I am stopping there, since I've gotten an Ally 1, Blessing 1, and Item 1 for the team this round - it's been a good day.
Hand: Blessing of Besmara, Vestments of Authority, Blessing of the Quartermaster 2, Emerald of Dexterity, Call Weapon, The Missing Eye,
Displayed: On Top:Staff of Minor Healing
Deck: 10 Discard: 3 Buried: 1 On top:1
Notes: Feel free to use Quartermaster, especially for non-combat checks.
Sideboard cards:
Dexterity d6 [ ]+1 [ ]+2
Constitution d8 [ ] +1 [ ] +2 [ ] +3
Intelligence d8 [x] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +1
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d6 [ ] +1 [ ] +2
Favored Card: Your Choice (Item)
Hand Size 6
Proficient with: Light Armors, [ ] Heavy Armors, Weapons
Powers:
Play the top card of your deck faceup. You gain all skills that could be used to acquire that card equal to your Knowledge skill. ([ ] You may also add any of that card's traits to your check)
You may discard ([x] or recharge) a card to search your deck for a card and set it aside; shuffle your deck, then put that card on top.
Lini - Elinnea |
Blessing of Abadar is on top
Item B
Traits:
Object
Magic
To Acquire:
Strength 7
Recharge this card to roll your Strength die instead of the normal die on a non-combat check
Strength 7: 1d4 + 1 ⇒ (1) + 1 = 2
There's some fancy gemstone just sitting here, and Lini stubs her toe on the bulky thing. "Not worth the effort of trying to carry that around with me," she decides. Shuffle the mastiff into my deck to explore.
Henchman 1
Type: Monster
Traits:
Human
Pirate
To Defeat:
Combat 8
If the check to defeat has the Finesse or Swashbuckling trait, add 1d4 to it.
If defeated, you may immediately attempt to close the location this henchman came from.
Of course I manage to find the henchman... I'll discard the dolphin to boost my strength and then discard the scythe to attack.
Combat 8: 1d12 + 3d4 + 1 ⇒ (9) + (2, 3, 4) + 1 = 19
A pirate passing nearby starts laughing at Lini tripping on a gemstone, and she can't let that slight go down! So she cuts him down to size with her gnome-sized scythe.
I'll discard my blessing to explore again, because why not?
Weapon B
Traits:
Firearm
Ranged
Piercing
2-Handed
Elite
To Acquire:
Dexterity
Ranged
Craft 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on 1-2, shuffle this card into your deck.
Dexterity 7: 1d6 + 1 ⇒ (1) + 1 = 2
There's a very pirate-y looking weapon here, but it is a little beyond Lini's abilities at the moment, so she leaves it be.
Hand: Wolverine, Tidepool Dragon, Frilled Lizard, Mastiff, Pearl of Wisdom
Displayed:
Deck: 4 Discard: 10 Buried: 1
Notes:Skills and Powers:SKILLS
Strength d4 [ ]+1 [ ]+2 [ ]+3
Dexterity d6 [ ]+1 [ ]+2 [ ]+3
Constitution d8 [ ]+1 [ ]+2 [ ]+3
Fortitude: Constitution +2
Intelligence d6 [ ]+1
Wisdom d10 [X]+1 [ ]+2 [ ]+3 [ ]+4
Divine: Wisdom +2
Survival: Wisdom +2
Charisma d8 [ ]+1Favored Card: Ally
Hand Size: 5 [ ]6
Proficient with: [ ] Light Armors, [X] Weapons
Powers:
When you play an ally that has the Animal trait, if you would recharge, discard, or bury it for its power, you may instead shuffle it into your deck ([ ] or put it on top of your deck).
You may discard a card to use a d12 for your Strength or Dexterity die; if the check is against a card that has the Animal or Aquatic trait, recharge the card instead.
Box Runner Nalshene |
Development:
Captain Jemma Redclaw won’t be troubling you any
longer. You’ve shown her what happens when a
would-be captain crosses paths with a real pirate. And
more importantly, you’ve stolen the booty she’s acquired in
Tempest Cay. Even the scoundrels and sailors who supported
her mutiny have turned against her… and each other. The
surviving pirates from her misadventure still have a ship,
but they’re in need of leaders, the kind of adventurers who
can seize an opportunity and make their own destiny.
The wonders and terrors of the Shackles await. Unfurl the
mainsail! Trim the topsail! With the wind at your back and
fortune ahead, you’re ready to set sail for the next adventure.
Acquired:
Cut-Throat Grok (Ally 1)
Tidepool Dragon (Ally 1)
Boatswain (Ally B)
Captain (Ally B)
Carver (Ally B)
Dolphin (Ally B)
Magic Leather Armor (Armor B)
Blessing of Pharasma (Blessing B)
Conch Shell (Item B)
Ring of Wave Walking (Item 1)
Spellmaster's Tricorne (Item 1)
Emerald of Dexterity (Item B)
Potion of Glibness (Item B)
Detect Magic (Spell B)
Call Weapon (Spell B)
Pistol (Weapon B)
Dagger (Weapon B)
Reward:
For the rest of the Adventure Path, when setting up each scenario, 1 character may
temporarily replace an item in her deck with the loot Besmara’s Tricorne and another character
may temporarily replace a weapon in his deck with the loot Vindictive Harpoon.
At the end of each scenario, return the loot to the game box.
Box Runner Nalshene |
It does include the starting plunder, but I missed the weapon plunder and the Besmara. Add the following:
Weapon B
Traits: Firearm Ranged Piercing Elite
To Acquire: Dexterity Ranged Craft 9
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6_ You may additionally bury this card to add another 2d6_ If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck_ Recharge this card to add 1d6 and this card's traits to another character's combat check at your location_
And a Blessing of Besmara (Blessing 1)
Valendron-EmpTyger |
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Upgrading Blessing B of the Gods to Blessing B of Pharasma
Valendron stood at the ship's brow. fingering Jemma's magic harpoon now at his side, a thunderbolt with a devastating return strike. "Vindictive Valendron," mused the sorcerer. Serving Jemma Redclaw might have been one chapter of his life, but it seemed Pharasma had something grander in store for the elf.